Primitive Block Generator for Graphics Processing Systems

ABSTRACT

Methods and primitive block generators for generating primitive blocks in a graphics processing system. The methods comprise: receiving transformed position data for a current primitive, the transformed position data indicating a position of the current primitive in rendering space; determining a distance between the position of the current primitive and a position of a current primitive block based on the transformed position data for the current primitive; determining whether to add the current primitive to the current primitive block based on the distance and a fullness of the current primitive block; in response to determining that the current primitive is to be added to the current primitive block, adding the current primitive to the current primitive block; and in response to determining that the current primitive is not to be added to the current primitive block, flushing the current primitive block and adding the current primitive to a new current primitive block.

CROSS-REFERENCE TO RELATED APPLICATIONS AND CLAIM OF PRIORITY

This application is a continuation under 35 U.S.C. 120 of copendingapplication Ser. No. 16/724,239 filed Dec. 21, 2019, which claimsforeign priority under 35 U.S.C. 119 from United Kingdom ApplicationNos. 1821133.4, 1821139.1, and 1821142.5, all filed Dec. 21, 2018.

BACKGROUND

Graphics processing systems are configured to receive graphics data,e.g. from an application (e.g. a game application) running on a computersystem, and to render an image from the graphics data to provide arendering output. For example, an application may generate a 3D model ofa scene and output geometry data representing the objects in the scene.In particular, the application may divide each object into a pluralityof primitives (i.e. simple geometric shapes, such as, but not limited torectangles, triangles, lines and points to which a texture can beapplied) which are defined by the position of one or more vertices. Inthese cases, the geometry data output by the application may includeinformation identifying each vertex (e.g. the coordinates of the vertexin world space) and information indicating the primitives formed by thevertices. The graphics processing system then converts the receivedgeometry data into an image that may be displayed on the screen.

A graphics processing system may, for example, implement immediate moderendering (IMR) or tile-based rendering (TBR). In IMR the entire sceneis rendered as a whole. In contrast, in TBR a scene is rendered using arendering space which is divided into subsections, which are referred toas tiles, wherein at least a portion of the rendering process may beperformed independently for each tile. The tiles may have any suitableshape, but are typically rectangular (wherein the term “rectangular”includes square). An advantage of TBR is that fast, on-chip memory canbe used during the rendering for colour, depth and stencil bufferoperations, which allows a significant reduction in system memorybandwidth over IMR, without requiring on-chip memory that is largeenough to store data for the entire scene at the same time.

TBR involves two key phases: a geometry processing phase; and arasterization phase. During the geometry processing phase the geometrydata (e.g. vertices defining primitives) received from an application(e.g. a game application) is transformed from world space coordinatesinto screen space coordinates. A per-tile list is then created of thetransformed primitives (e.g. triangles) that fall at least partiallywithin the bounds of the tile. During the rasterization phase each tileis rendered separately (i.e. the transformed primitives are mapped topixels and the colour is identified for each pixel in the tile). Thismay comprise identifying which primitive(s) are visible at each pixel.The colour of each pixel may then be determined by the appearance of thevisible primitive(s) at that pixel which may be defined by a textureapplied at that pixel and/or the pixel shader program run on that pixel.A pixel shader program describes operations that are to be performed forgiven pixels. Rendering each tile separately enables the graphicsprocessing system to only retrieve the transformed primitive datarelated to a particular tile when rendering that tile in therasterization phase, which keeps bandwidth requirements for the memory(e.g. intermediate buffer) to a minimum. Once a colour value has beenidentified for each pixel the colour values are written out to memory(e.g. a frame buffer) until the entire scene has been rendered. Once theentire scene has been rendered the scene may be, for example, displayedon a screen.

FIG. 1 illustrates an example TBR graphics processing system 100. Thesystem 100 comprises memory 102 ₁,102 ₂, 102 ₃, 102 ₄, geometryprocessing logic 104 and rasterization logic 106. Two or more of thememories 102 ₁, 102 ₂, 102 ₃, and 102 ₄ may be implemented in the samephysical unit of memory.

The geometry processing logic 104 implements the geometry processingphase of TBR. The geometry processing logic 104 comprises transformationlogic 108 and a tiling engine 110. The transformation logic 108 receivesgeometry data (e.g. vertices, primitives and/or patches) from anapplication (e.g. a game application) and transforms the geometry datainto the rendering space (e.g. screen space). The transformation logic108 may also perform functions such as clipping and culling to removegeometry data (e.g. primitives or patches) that falls outside of aviewing frustum, and/or apply lighting/attribute processing as is knownto those of skill in the art. The transformed geometry data (e.g.vertices, primitives and/or patches) is (i) stored in the memory 102 ₂,and (ii) provided to the tiling engine 110. The tiling engine 110generates, from the transformed geometry data, a list, for each tile, ofthe transformed primitives that fall, at least partially, within thattile. The list may be referred to as a display list or a transformeddisplay list. In some cases, the transformed display lists comprisepointers or links to the transformed geometry data (e.g. vertex data)related to the primitives that, at least partially, fall within thetile.

The rasterization logic 106 implements the rasterization phase of TBR.Specifically, the rasterization logic 106 renders the primitives in atile-by-tile manner by fetching the display list for a tile from memory102 ₃ and then fetching the transformed geometry data from memory 102 ₂for the primitives that fall within the tile as indicated by the displaylist for that tile; and rendering the primitives for that tile based onthe transformed geometry data.

In some cases, the rasterization logic 106 may comprise fetch logic 112,hidden surface removal (HSR) logic 114 and texturing/shading logic 116.In these cases, the fetch logic 112 fetches each of the display listsfrom memory 102 ₃ and for each display list fetches the transformedgeometry data from memory 102 ₂ for the primitives that fall within atile as specified by the corresponding display list. The transformedgeometry data for a particular tile is then provided to the HSR logic114 which removes primitive fragments which are hidden (e.g. hidden byother primitive fragments). The term “fragment” is used herein to mean asample of a primitive at a sampling point, which is to be processed torender pixels of an image. In some examples, there may be a one-to-onemapping of pixels to fragments. However, in other examples there may bemore fragments than pixels, and this oversampling can allow for higherquality rendering of pixel values, e.g. by facilitating anti-aliasingand other filters that may be applied to multiple fragments forrendering each of the pixel values.

The remaining fragments (after hidden surface removal) are then passedto the texturing/shading logic 116 which performs texturing and/orshading on the primitive fragments to determine pixel values of arendered image. The rendered pixel values for a tile are then stored inmemory 102 ₄ (e.g. frame buffer).

The rasterization logic 106 processes each of the tiles and when thewhole image has been rendered and stored in the memory 102 ₄ (e.g. framebuffer) the image can be output from the graphics processing system 100and used in any suitable manner, for example, displayed on a display,stored in memory, or transmitted to another device, etc. The TBRgraphics processing system 100 shown in FIG. 1 is a “deferred” renderingsystem in the sense that fragments are processed by the HSR logic 114before being processed by the texturing/shading logic 116. In otherexamples, the graphics processing system might not be a deferredrendering system in which case texturing/shading would be applied tofragments before HSR is applied to those fragments.

In many cases, the transformed geometry data can be quite large. This isparticularly true where there is a large expansion ratio (e.g. whentessellation is performed by the transformation logic 108) between theuntransformed geometry data and the transformed geometry data.

Accordingly, as described in UK Published Patent Applications GB2458488and GB2542133 some TBR graphics processing systems use “untransformeddisplay lists” that indicate which untransformed primitives, oncetransformed will fall, at least partially, within the bounds of eachtile. As such, the untransformed display lists refer to untransformedprimitives as opposed to transformed primitives. For example theuntransformed display lists may comprise pointers or links to theuntransformed geometry data (e.g. vertex data) related to theuntransformed primitives that, when transformed, will, at leastpartially, fall within the tile. This means that the transformedgeometry data does not need to be provided from the geometry processinglogic 104 to the memory 102 ₂, or stored in the memory 102 ₂. However,in these systems the untransformed geometry data referred to in theuntransformed display lists is transformed again in the rasterizationphase. Although this means that the geometry data is transformed twicein some cases the benefits of avoiding the delay and memory usage oftransferring the transformed geometry data to memory and storing it mayoutweigh the processing costs of performing a transformation in therasterization phase.

FIG. 2 illustrates an example TBR graphics processing system 200 thatuses untransformed display lists, similar to that described in GB2458488and GB2542133, which may be referred to as an untransformed display list(UDL) graphics processing system. The system 200 is similar to thesystem 100 of FIG. 1 except (i) the transformed geometry data is notwritten to memory by the geometry processing logic; (ii) the displaylists, instead of identifying the transformed primitives which fallwithin each tile, identify the untransformed primitives, which whentransformed, will fall within each tile; and (iii) the rasterizationlogic includes transformation logic to transform the untransformedprimitives referred to in the untransformed display lists. The system200, like the system 100 of FIG. 1, comprises memory 202 ₁, 202 ₃, 202₄, geometry processing logic 204 and rasterization logic 206.

The geometry processing logic 204, like the geometry processing logic104 of FIG. 1, implements the geometry processing phase of TBR. Thegeometry processing logic 204 of FIG. 2 comprises transformation logic208 and a tiling engine 210. The transformation logic 208 receivesgeometry data (e.g. vertices and primitives) from an application (e.g. agame application) and transforms the geometry data into the renderingspace (e.g. screen space). The transformation logic 208 may also performfunctions such as clipping and culling to remove geometry data (e.g.primitives) that falls outside of a viewing frustum. In contrast to thetransformation logic 108 of FIG. 1, the transformation logic 208 of FIG.2 may not apply lighting/attribute processing as only the positioninformation is used by the geometry processing logic 204. Thetransformed geometry data (e.g. vertices and primitives) is provided tothe tiling engine 210. The tiling engine 210 generates, from thetransformed geometry data, a list, for each tile, of the untransformedprimitives that, when transformed, fall, at least partially, within thattile. The lists that are generated by the tiling engine 201 of FIG. 2may be referred to as untransformed display lists as they refer tountransformed geometry data as opposed to transformed geometry data.

The rasterization logic 206 shown in FIG. 2, like the rasterizationlogic 106 shown in FIG. 1, implements the rasterization phase of TBR.Specifically, the rasterization logic 206 renders the primitives in atile-by-tile manner by fetching the untransformed geometry data for theprimitives that fall within a tile as indicated by the untransformeddisplay list for that tile, transforming the untransformed geometry datafor that tile, and rendering the primitives for that tile based on thetransformed geometry data.

In some cases, the rasterization logic 206 may comprise fetch logic 212,transformation logic 213, hidden surface removal (HSR) logic 214, andtexturing/shading logic 216. In these cases, the fetch logic 212 fetcheseach of the untransformed display lists from memory 202 ₃ and for eachdisplay list fetches the untransformed geometry data identified thereinfrom memory 202 ₁. The untransformed geometry data for a particular tileis then provided to the transformation logic 213 which transforms theuntransformed geometry data (e.g. primitives) into the rendering space(e.g. screen space). The transformed geometry data for a particular tileis then provided to the HSR logic 214 which removes primitive fragmentswhich are hidden (e.g. hidden by other primitive fragments). Theremaining fragments (after hidden surface removal) are then passed tothe texturing/shading logic 216 which performs texturing and/or shadingon the primitive fragments to determine pixel values of a rendered imagewhich can be passed to the memory 202 ₄ (e.g. frame buffer) for storage.

The embodiments described below are provided by way of example only andare not limiting of implementations which solve any or all of thedisadvantages of known UDL graphics processing systems.

SUMMARY

This summary is provided to introduce a selection of concepts that arefurther described below in the detailed description. This summary is notintended to identify key features or essential features of the claimedsubject matter, nor is it intended to be used to limit the scope of theclaimed subject matter.

Described herein are methods and primitive block generators forgenerating primitive blocks in a graphics processing system. The methodscomprise: receiving transformed position data for a current primitive,the transformed position data indicating a position of the currentprimitive in rendering space; determining a distance between theposition of the current primitive and a position of a current primitiveblock based on the transformed position data for the current primitive;determining whether to add the current primitive to the currentprimitive block based on the distance and a fullness of the currentprimitive block; in response to determining that the current primitiveis to be added to the current primitive block, adding the currentprimitive to the current primitive block; and in response to determiningthat the current primitive is not to be added to the current primitiveblock, flushing the current primitive block and adding the currentprimitive to a new current primitive block.

A first aspect provides a method of generating primitive blocks at aprimitive block generator in a graphics processing system, the primitiveblock generator comprising a data store for storing a current primitiveblock to which primitives can be added, the method comprising: receivingtransformed position data for a current primitive, the transformedposition data indicating a position of the current primitive inrendering space; determining a distance between the position of thecurrent primitive and a position of the current primitive block based onthe transformed position data for the current primitive; determiningwhether to add the current primitive to the current primitive blockbased on (i) the distance, and (ii) a fullness of the current primitiveblock; in response to determining that the current primitive is to beadded to the current primitive block, adding the current primitive tothe current primitive block; and in response to determining that thecurrent primitive is not to be added to the current primitive block,flushing the current primitive block and adding the current primitive toa new current primitive block.

A second aspect provides a primitive block generator in a graphicsprocessing system for generating primitive blocks from a plurality ofprimitives, the primitive block generator comprising: a data storeconfigured to store a current primitive block to which primitives can beadded; and block allocation logic comprising: distance calculation logicconfigured to: receive transformed position data for a current primitivethat indicates a position of the current primitive in rendering space;and determine a distance between the position of the current primitiveand a position of the current primitive block based on the transformedposition data for the primitive; comparison logic configured to:determine whether to add the current primitive to the current primitiveblock based on (i) the distance, and (ii) a fullness of the currentprimitive block; in response to determining that the current primitiveis to be added to the current primitive block, cause the currentprimitive to be added the current primitive block; and in response todetermining that the current primitive is not to be added to the currentprimitive block, cause the current primitive block to be flushed and thecurrent primitive to be added to a new current primitive block.

A third aspect provides a graphics processing system comprising theprimitive block generator of the second aspect.

The graphics processing systems, primitive block generators and cachesdescribed herein may be embodied in hardware on an integrated circuit.There may be provided a method of manufacturing, at an integratedcircuit manufacturing system, the graphics processing systems, primitiveblock generators and caches described herein. There may be provided anintegrated circuit definition dataset that, when processed in anintegrated circuit manufacturing system, configures the system tomanufacture the graphics processing systems, primitive block generatorsand caches described herein. There may be provided a non-transitorycomputer readable storage medium having stored thereon a computerreadable description of a graphics processing system, a primitive blockgenerator or a cache described herein that, when processed in anintegrated circuit manufacturing system, causes the integrated circuitmanufacturing system to manufacture an integrated circuit embodying thegraphics processing system, the primitive block generator or the cache.

There may be provided an integrated circuit manufacturing systemcomprising: a non-transitory computer readable storage medium havingstored thereon a computer readable description of a graphics processingsystem, primitive block generator or cache described herein; a layoutprocessing system configured to process the computer readabledescription so as to generate a circuit layout description of anintegrated circuit embodying the graphics processing system, theprimitive block generator or the cache; and an integrated circuitgeneration system configured to manufacture the graphics processingsystem, the primitive block generator or the cache according to thecircuit layout description.

There may be provided computer program code for performing a method asdescribed herein. There may be provided non-transitory computer readablestorage medium having stored thereon computer readable instructionsthat, when executed at a computer system, cause the computer system toperform the methods as described herein.

The above features may be combined as appropriate, as would be apparentto a skilled person, and may be combined with any of the aspects of theexamples described herein.

BRIEF DESCRIPTION OF THE DRAWINGS

Examples will now be described in detail with reference to theaccompanying drawings in which:

FIG. 1 is a block diagram of a known tile-based rendering graphicsprocessing system;

FIG. 2 is a block diagram of a known untransformed display list graphicsprocessing system;

FIG. 3 is a block diagram of a primitive-block based untransformeddisplay list graphics processing system;

FIG. 4 is a schematic diagram illustrating examples of untransformeddisplay lists, primitive blocks and untransformed geometry data;

FIG. 5 is a flow diagram of an example method for rendering data in thegraphics processing system of FIG. 3;

FIG. 6 is a schematic diagram of a plurality of primitives in an examplerendering space divided into a plurality of tiles;

FIG. 7 is a flow diagram of an example method of generating primitiveblocks;

FIG. 8 is a schematic diagram illustrating example bounding boxes for aset of primitives using different granularities;

FIG. 9 is a schematic diagram illustrating an example of calculating thedistance between a primitive and a primitive block based on therendering order;

FIG. 10 is a block diagram of an example primitive block generator;

FIG. 11 is a block diagram of an example transformed geometry datacache;

FIG. 12 is a schematic diagram illustrating an example transformedprimitive block;

FIG. 13 is a schematic diagram illustrating an example transformedgeometry data cache that has been divided into a plurality of sub-memoryblocks;

FIG. 14 is a flow diagram of an example method for storing transformedprimitive blocks in a transformed geometry data cache;

FIG. 15 is a block diagram of an example implementation of the HSR logicand the texturing/shading logic;

FIG. 16 is a block diagram of an example computer system in which thegraphics processing systems, primitive block generators and transformedgeometry data caches described herein may be implemented; and

FIG. 17 is a block diagram of an example integrated circuitmanufacturing system which can be used to generate an integrated circuitembodying any of the graphics processing systems, primitive blockgenerators and transformed geometry data caches described herein.

The accompanying drawings illustrate various examples. The skilledperson will appreciate that the illustrated element boundaries (e.g.,boxes, groups of boxes, or other shapes) in the drawings represent oneexample of the boundaries. It may be that in some examples, one elementmay be designed as multiple elements or that multiple elements may bedesigned as one element. Common reference numerals are used throughoutthe figures, where appropriate, to indicate similar features.

DETAILED DESCRIPTION

The following description is presented by way of example to enable aperson skilled in the art to make and use the invention. The presentinvention is not limited to the embodiments described herein and variousmodifications to the disclosed embodiments will be apparent to thoseskilled in the art. Embodiments are described by way of example only.

As described above, untransformed display list (UDL) graphics processingsystems, such as the graphics processing system 200 of FIG. 2, do notstore the transformed geometry data generated in the geometry processingphase, but instead generate display lists for each tile which refer tountransformed primitives and then the untransformed geometry datacorresponding to the untransformed primitives identified in each displaylist is transformed again in the rasterization phase. Such systemseliminate the need for memory for storing transformed geometry datagenerated in the geometry processing phase and avoid the delay instoring and retrieving the transformed geometry data from memory. Thesememory-based benefits can provide a significant improvement in theperformance of a TBR graphics processing system, especially when used torender scenes for complex games.

In the UDL graphics processing system 200 of FIG. 2 the rasterizationlogic 206 is configured to fetch and render the primitives related to aparticular tile on a primitive basis Specifically, the rasterizationlogic 206 (e.g. the fetch logic 212 and the transformation logic 213) isconfigured to, for each primitive identified in the untransformeddisplay list for the tile, fetch the untransformed geometry data forthat primitive (e.g. the untransformed geometry data for each vertexforming the primitive) from memory 202, and then transform the fetchedgeometry data. However, primitives often fall within more than one tilewhich would require fetching and transforming the same primitivemultiple times. So a cache system may be used to cache the results ofthe fetches and/or transformations. However, the geometry transformationmay contain multiple stages such as, but not limited to, clipping,vertex shading, geometry shading, hull shading, and domain shading fortessellation, and to cache the results from each geometry transformstage for the primitives (e.g. vertices) used in a tile would require acomplex cache system, such as, that described in UK Published PatentApplication No. GB2542133.

Furthermore, in some cases the transformation logic 213 of therasterization logic 206 may be implemented using one or more SIMD(single instruction multiple data) processors as the transformationlogic typically applies the same transformations (e.g. same shaders) tomultiple vertices. As is known to those of skill in the art, a SIMDprocessor comprises multiple processing elements that each perform thesame operation on a different set of data. Each processing element thatprocesses a set of input data is referred to as a “lane” of the SIMDprocessor. A SIMD processor operates most efficiently when each lane is“full” (i.e. is processing data). In some cases, the SIMD processors ofthe transformation logic 213 may comprise 32 lanes. Fetching andprocessing the primitives of a tile on a per primitive basis may oftenresult in the SIMD lanes of the transformation logic 213 not being fulland/or it may take time to obtain and put together the data for the SIMDlanes.

The inventors have identified that the geometry data transformation inthe rasterization phase can be performed efficiently, without a complexcache system, by transforming not only the untransformed primitivesthat, when transformed, fall within a tile but also untransformedprimitives that, when transformed, are near the primitives of the tile.Not only does this allow the SIMD lanes of the transformation logic 213to be filled (or substantially filled), but if the extra untransformedprimitives are near the primitives in a tile it is likely that thetransformed geometry data related thereto will be needed by one of thenext few tiles that are to be rasterized. Accordingly, the transformedgeometry data for the extra untransformed primitives can be stored in asimple cache on the basis that they will likely be used in rasterizingone of the next few tiles that is processed.

Accordingly, described herein are untransformed display list (UDL)graphics processing systems in which the geometry processing logic isconfigured to group untransformed primitives into untransformedprimitive blocks based on the corresponding transformed geometry data;and the rasterization logic is configured to, when a particularuntransformed primitive is identified in an untransformed display list,fetch and transform the untransformed geometry data for each of theuntransformed primitives in the same untransformed primitive block asthe relevant untransformed primitive and cache the transformed geometrydata related thereto in a cache system. If it is presumed that theprimitives received from the application tend to be spatially grouped(e.g. received in substantially spatial location order) then groupingthe untransformed primitives into untransformed primitive blocks maysimply comprise grouping the untransformed primitives based on the orderin which they are received. However, a more sophisticated mechanism forgrouping the untransformed primitives into untransformed primitiveblocks may further improve the efficiency of the graphics processingsystem. Transforming all the untransformed primitives in the sameuntransformed primitive block as an untransformed primitive referred toin a display list may be referred to herein as primitive block-basedtransformations. A UDL graphics processing system that implementsprimitive-blocked based transformations has the memory-based advantagesof UDL (no requirement for memory for storing transformed geometry datagenerated in the geometry processing phase and no delay in storing andretrieving the transformed geometry data to/from memory) withoutrequiring a complex cache system.

Reference is now made to FIG. 3 which shows an example untransformeddisplay list (UDL) graphics processing system 300 which implementsprimitive-block based transformation in the rasterization phase. Thesystem 300 of FIG. 3 is similar to the system 200 of FIG. 2 in that itcomprises memory 302 ₁, 302 ₃, 302 ₄, geometry processing logic 304 andrasterization logic 306. However, in contrast to the system 200 of FIG.2, the geometry processing logic 304 of FIG. 3 is configured to groupthe untransformed primitives into untransformed primitive blocks basedon the corresponding transformed geometry data and store theuntransformed primitive blocks in memory 302 ₂; and the rasterizationlogic 306 is configured to, when an untransformed display list refers toa particular untransformed primitive, fetch and transform theuntransformed geometry data for each of the untransformed primitives inthe same untransformed primitive block as that untransformed primitiveand store the transformed geometry data in a cache.

The memory 302 ₁, 302 ₂, 302 ₃, 302 ₄ may be implemented as one or moreblocks of memory. The memory 302 ₁,302 ₂,302 ₃,302 ₄ may be situated“off-chip” (i.e. not on the same chip as the geometry processing logic304 and rasterization logic 306). The geometry processing logic 304 andthe rasterization logic 306 may communicate with the memory 302 ₁, 302₂, 302 ₃, 302 ₄ via one or more communication buses as is known in theart.

As described above, an application generates geometry data describingobjects in a scene to be rendered which is stored in the memory 302 ₁.The geometry data generated by the application is referred to herein asthe untransformed geometry data. The untransformed geometry data maycomprise vertex data, primitive data and/or patch data. The vertex datamay comprise position data for the vertices (e.g. X, Y and Z coordinatesin world space which describe the position of the vertex). The vertexdata may also comprise a set of attributes to describe the appearance ofthe vertex, such as texture coordinates (U, V) and/or a base colour toapply to the vertex. In some cases, the vertex data may be stored in avertex buffer of the memory 302 ₁. The primitive data may compriseinformation which indicates which vertices form each primitive. Forexample, where the primitives are triangles the primitive data mayindicate which three vertices form that primitive. In some cases, theinformation in the primitive data that identifies a particular vertexmay be an index or pointer to a particular portion of the vertex bufferthat relates to that vertex. For example, if the vertices are numberedfrom 0 to 127 the portion of the vertex buffer that relates to vertex 0may be identified by index or pointer 0 and the portion of the vertexbuffer that relates to vertex 20 may be identified by index or pointer20. In some cases, the primitive data may be stored in an index buffer.The patch data comprises control points which define a patch to betessellated into primitives for rendering.

The geometry processing logic 304, like the geometry processing logic204 shown in FIG. 2, implements the geometry processing phase of TBR.The geometry processing logic 304 shown in FIG. 3 comprisestransformation logic 308, a primitive block generator 309, and a tilingengine 310. The transformation logic 308 receives untransformed geometrydata for a plurality of untransformed primitives and generatestransformed position data in the rendering space (e.g. screen space) foreach of those untransformed primitives. As described above, theuntransformed geometry data for an untransformed primitive comprisesposition data which indicates the position of the untransformedprimitive in world space. In some cases, generating transformed positiondata for an untransformed primitive may comprise transforming theposition data from world space to rendering space. However, in othercases, generating transformed position data may comprise firstgenerating one or more sub-primitives from the original untransformedprimitives (e.g. by performing tessellation and/or geometry shading onthe untransformed primitives) and transforming the position data for thesub-primitives into rendering space.

Where the primitives are triangles defined by three vertices, theposition data for an untransformed primitive (or sub-primitive) maycomprise position data (e.g. X, Y, Z coordinates) for each of the threevertices forming that primitive. In these cases, transforming theposition data for an untransformed primitive (or sub-primitive) maycomprise transforming the coordinates of the vertices forming thatprimitive (or sub-primitive) into rendering space (e.g. screen space).The transformation logic 208 may also perform functions such as clippingand culling to remove primitives that fall outside of a viewing frustum.

The primitive block generator 309 divides the plurality of untransformedprimitives into groups based on the transformed position data therefor,and generates a primitive block for each group which identifies theportion of the untransformed geometry data related to thoseuntransformed primitives. For example, the primitive block generator 309may receive the transformed position data for the plurality ofuntransformed primitives and divide the untransformed primitives intogroups so that untransformed primitives that have similar transformedpositions (e.g. similar positions in the rendering space) are in thesame group; and generate an untransformed primitive block for each groupwherein each untransformed primitive block identifies the untransformedgeometry data stored in memory 302 ₁ related to those untransformedprimitives. The primitive block generator 309 may use any suitablecriteria for determining how to group the untransformed primitives basedon their transformed position data. Preferably the untransformedprimitives are grouped such that untransformed primitives with spatiallysimilar positions in the rendering space are grouped together. In someexamples, the untransformed primitives are grouped into untransformedprimitive blocks in the order in which they arrive at the primitiveblock generator 309. Example implementations of, and methods which maybe implemented by, a primitive block generator 309 are described belowwith reference to FIGS. 6 to 10.

An untransformed primitive block is a data construct for linking a groupor set of untransformed primitives. FIG. 4 shows examples ofuntransformed primitive blocks 402 ₁, 402 ₂. The example untransformedprimitive blocks 402 ₁, 402 ₂ of FIG. 4 include a header 404, state data406, and primitive index data 408. The header 404 includes informationthat describes the untransformed primitive block. For example, theheader 404 may include, but is not limited to, the number of verticesreferred to in the untransformed primitive block and/or the number ofprimitives referred to in the untransformed primitive block. The statedata 406 includes information that describes how the untransformedprimitives in the untransformed primitive block 402 ₁ or 402 ₂ are to berendered by the rendering logic. The state data can be described asidentifying the recipe for rendering the primitives described in theuntransformed primitive block. For example, the state data may include,but is not limited to, information identifying a depth compare mode, ablending state, a texture state, and/or a primitive type. The primitiveindex data 408 comprises a set of indices for each untransformedprimitive that identify the vertices that form that untransformedprimitive. For example, where the primitives are triangles the primitiveindex data 408 may comprise a set of three indices which identify thethree vertices that form the triangle. The indices are the indices ofthe vertices sent from the application (which may be referred to hereinas the global indices). Each index acts as a pointer to the portion ofthe untransformed geometry data 410 stored in memory 302 ₁ that defines,or relates to, a particular vertex.

For example, as shown in FIG. 4 the primitive index data 408 for thefirst untransformed primitive block 402 ₁ comprises three untransformedprimitives—P0, P1 and P2—and each untransformed primitive is formed bythree vertices. Specifically, the first untransformed primitive P0 isformed by vertices V0, V1 and V2, the second untransformed primitive P1is formed by vertices V1, V2 and V3, and the third untransformedprimitive P2 is formed by vertices V2, V3, V4. Each vertex index oridentifier acts as a pointer to the portion of the untransformedgeometry data 410 (e.g. the portion of a vertex buffer) that defines, oris related to, a particular vertex. For example, the identification ofvertex 0 (V0) acts as a pointer to the portion 412 of the untransformedgeometry data 410 that defines, or relates to, vertex 0 (V0). Asdescribed above, the untransformed geometry data for a particular vertexmay comprise position data (e.g. a set of coordinates in world space,such as X, Y and Z coordinates) that describes the position of thevertex in world space. The untransformed geometry data for a particularvertex may also comprise a set of attributes to describe the appearanceof the vertex, such as texture coordinates (U, V) and/or a base colourto apply to the vertex. In some cases, the primitive index data may begenerated by copying, or writing out, the portion of the index bufferthat relates to the relevant untransformed primitives. The primitiveindex data 408 in an untransformed primitive block may be compressedaccording to any suitable compression technique.

In some cases, the state data may be large (e.g. 5 double words orgreater) even though there are only a few possible combinations of statedata. For example, the state data may comprise information thatidentifies the state of a plurality of parameters wherein each parameteris defined by a plurality of bits. In these cases, instead of explicitlyincluding the information for each parameter, each possible combinationof state data may be stored in memory in a state data table and thestate data 406 portion of an untransformed primitive block may onlycomprise an index or pointer to one of the entries of the state datatable.

Returning to FIG. 3, the untransformed primitive blocks that aregenerated by the primitive block generator 309 are stored in memory 302₂ whilst the transformed position data for the untransformed primitivesalong with information indicating which untransformed primitive blockeach of the untransformed primitive belongs to is provided to the tilingengine 310. The tiling engine 310 determines, from the transformedposition data which untransformed primitives, when transformed, fall, atleast partially, within the bounds of each tile. The tiling engine 310then generates for each tile, an untransformed display list, whichindicates which untransformed primitives, when transformed, lie, atleast partially, within the bounds of that tile and what untransformedprimitive block each of those untransformed primitives is in.

In some cases, the untransformed display list for a tile may compriseinformation identifying the untransformed primitive blocks that containthe relevant untransformed primitives and a primitive mask for eachidentified untransformed primitive block that identifies whichuntransformed primitives within that untransformed primitive block, whentransformed, lie, at least partially, within the bounds of that tile.The information identifying a particular untransformed primitive blockmay be the address of the untransformed primitive block in memory or anyother suitable identifier that uniquely identifies the untransformedprimitive block. The primitive mask may comprise, for example, a bit foreach untransformed primitive (or each possible untransformed primitive)in the untransformed primitive block and may be set to one value (e.g. a“1”) when that untransformed primitive is in the tile and set to anothervalue (e.g. “0”) when the untransformed primitive is not in the tile.For example, if each untransformed primitive block can comprise amaximum of 32 untransformed primitives then each primitive mask maycomprise 32 bits.

An example untransformed display list 414 for a tile is shown in FIG. 4.In this example, there are six untransformed primitives numbered 0 to 5(P0, P1, P2, P3, P4, P5) and untransformed primitives 0 to 2 (P0, P1,P2) are in untransformed primitive block 0 (UPB0) and untransformedprimitives 3 to 5 (P3, P4, P5) are in untransformed primitive block 1(UPB1). If the tiling engine 310 determines, from the transformedposition data for these untransformed primitives, that untransformedprimitives 0, 3 and 4, when transformed, fall within a particular tile(e.g. tile 0) then the tiling engine 310 may generate the untransformeddisplay list 414 shown in FIG. 4. Specifically, the tiling engine 310may generate an untransformed display list 414 that comprises (i)information identifying untransformed primitive blocks 0 and 1 ascontaining untransformed primitives that, when transformed, at leastpartially, fall within the bounds of tile 0; and (ii) a primitive mask(e.g. “100”) for untransformed primitive block 0 that indicates that thefirst untransformed primitive (e.g. primitive 0) of that untransformedprimitive block, when transformed, at least partially falls within thebounds of tile 0; and (iii) a primitive mask (e.g. “110”) foruntransformed primitive block 1 (UPB1) that indicates that the first andsecond untransformed primitives (e.g. primitives 3 and 4) of thatuntransformed primitive block, when transformed, at least partially,fall within the bounds of tile 1.

Each untransformed display list generated by the tiling engine 310 isstored in memory 302 ₃.

The rasterization logic 306 of FIG. 3, like the rasterization logic 206of FIG. 2, implements the rasterization phase of TBR. Specifically, therasterization logic 306 renders the primitives in a tile-by-tile mannerby fetching the untransformed display list for the tile and fetching theuntransformed geometry data for the untransformed primitives that, whentransformed, fall, at least partially, within a tile as indicated by theuntransformed display list for that tile; transforming the untransformedgeometry data for that tile; and rendering the primitives for that tilebased on the transformed geometry data. However, unlike therasterization logic 206 of FIG. 2, instead of fetching and transformingonly the untransformed geometry data for the untransformed primitivesthat, when transformed, fall, at least partially, within a particulartile, the rasterization logic 306 of FIG. 3, fetches and transforms allthe untransformed geometry data for any untransformed primitive blockidentified in the untransformed display list for that tile. This can bedescribed as primitive block-based rasterization. In other words, therasterization logic 306 fetches and transforms the untransformedgeometry data for any untransformed primitive that is in the sameuntransformed primitive block as an untransformed primitive that falls,when transformed, at least partially, within the bounds of that tile.Once transformed geometry data for an untransformed primitive block hasbeen generated it is stored in a cache (e.g. as a transformed primitiveblock) for use in rendering the tile that caused its generation, andpotentially for use in rendering one or more subsequent tiles.

As shown in FIG. 3 the rasterization logic 306 may comprise fetch logic312, transformation logic 313, a cache 315, hidden surface removal (HSR)logic 314, and texturing/shading logic 316. When the rasterization logic306 wants to (or is ready to) process a particular tile the fetch logic312 fetches the untransformed display list for that tile from memory 302₃. The fetch logic 312 then determines whether the cache 315 comprisestransformed geometry data for all of the untransformed primitive blocksreferred to in the untransformed display list. For example, if theuntransformed display list refers to untransformed primitive block 0 anduntransformed primitive block 1 the fetch logic 312 determines whetherthe cache 315 comprises transformed geometry data for both untransformedprimitive block 0 and untransformed primitive block 1. If the cache 315does not comprise transformed geometry data for at least one of theuntransformed primitive blocks referred to in the untransformed displaylist for that tile, then the fetch logic 312 fetches the untransformedgeometry data for those uncached untransformed primitive blocks.

Fetching the untransformed geometry data for an untransformed primitiveblock may comprise fetching the untransformed primitive block frommemory 302 ₂ and using the information therein that identifies theuntransformed geometry data related thereto (e.g. the informationidentifying the vertices which form the untransformed primitives of theuntransformed primitive block) to fetch the relevant untransformedgeometry data from the memory 302 ₁. Any untransformed geometry datafetched from memory 302 ₁ is provided to the transformation logic 313which transforms the untransformed geometry data (e.g. primitives) togenerate transformed geometry data. Transforming the untransformedgeometry data for an untransformed primitive comprises at leastgenerating transformed position data in rendering space (e.g. screenspace) for that untransformed primitive. Transforming the untransformedgeometry data may also comprise performing functions such as clippingand culling to clip or remove primitives that fall partially or fullyoutside of a viewing frustum and/or performing lighting/attributeprocessing on the primitives. Any transformed geometry data generated bythe transformation logic 313 is stored in the cache 315.

Once transformed geometry data for an untransformed primitive blockidentified in the display list for a tile is stored in the cache 315 andthe fetch logic 312 and/or the transformation logic 313 notify the HSRlogic 314 that the HSR logic 314 can begin processing the tile and whichprimitives in that primitive block form the tile. The HSR logic 314removes primitive fragments which are hidden (e.g. hidden by otherprimitive fragments). Methods of performing hidden surface removal areknown in the art. The remaining fragments (after hidden surface removal)are then passed to the texturing/shading logic 316 which performstexturing and/or shading on the primitive fragments to determine pixelvalues of a rendered image which can be passed to the memory for storagein a frame buffer. Although not shown in FIG. 3, the texturing/shadinglogic 316 may receive texture data from a memory in order to applytexturing to the primitive fragments, as is known to those of skill inthe art. The texturing/shading logic 316 may apply further processing tothe primitive fragments (e.g. alpha blending and other processes), as isknown to those of skill in the art in order to determine rendered pixelvalues of an image.

Reference is now made to FIG. 5 which illustrates an example method 500,which may be implemented by a UDL graphics processing system, such asthe UDL graphics processing system 300 of FIG. 3, for rendering a scenefrom untransformed geometry data received from an application. Themethod 500 can be divided into a geometry processing phase (blocks502-510) and a rasterization phase (blocks 512 to 526). The method 500begins in the geometry processing phase at block 502 where untransformedgeometry data describing objects in a scene to be rendered is received.The untransformed geometry data comprises position data for each of aplurality of untransformed primitives. As described above, eachuntransformed primitive may be defined by one or more vertices and theuntransformed geometry data for an untransformed primitive may comprisevertex data (e.g. X, Y and Z coordinates) that describes the position ofone or more vertices in world space, and primitive data which describeswhich vertices form that primitive.

At block 504, transformed position data for each of the plurality ofuntransformed primitives is generated. As described above, in somecases, generating transformed position data for an untransformedprimitive may comprise transforming the position data for theuntransformed primitive from world space to the rendering space (e.g.screen space). In other cases, generating transformed position data foran untransformed primitive may comprise generating one or moresub-primitives from the untransformed primitive and transforming theposition data for the sub-primitives from world space to rendering space(e.g. screen space). Transforming the position data for an untransformedprimitive or sub-primitive may involve transforming the position of thevertices (e.g. X, Y, Z coordinates) forming the primitive orsub-primitive from world space to rendering space (e.g. screen space).The process of transforming the position of a vertex (e.g. X, Y, Zcoordinates) from world space to rendering space (e.g. screen space) maybe referred to as a viewport transformation. Methods are known to aperson of skill in the art for performing viewport transformations. Oncethe transformed position data for the untransformed primitives has beengenerated the method 500 may proceed to block 506 or the method 500 mayproceed directly to block 508.

At block 506, which is optional, the untransformed primitives areclipped or culled (by, for example, the transformation logic 308 or aculling module) based on the transformed position data to remove anyredundant primitives so as to reduce the workload in the remainingblocks of the method. There are many different methods that can be usedto identify that an untransformed primitive is redundant and thereforecan be removed. Redundant primitives may be identified using anysuitable method or combination of methods. For example, in some cases,an untransformed primitive may be deemed to be redundant, if accordingto the transformed position data it: is facing away from the user; iscompletely off the screen; is fully outside the clipping planes; has abounding box that does not cover any sample points; and/or does notcover any sample points. Once the untransformed primitives have beenculled based on the transformed position data the method 500 proceeds toblock 508.

At block 508, after transformed position data has been generated for theuntransformed primitives (and optionally after the primitives have beenculled) the untransformed primitives are sorted into groups based on thetransformed position data and an untransformed primitive block isgenerated for each group. As described above, each untransformedprimitive block includes information identifying the untransformedprimitives that form that untransformed primitive block and informationthat indicates the portion of the geometry data that relates to each ofthose untransformed primitives. For example, as shown in FIG. 4 eachuntransformed primitive block may comprise a primitive index sectionthat identifies, for each untransformed primitive in the primitiveblock, which vertices form that primitive. In some cases, theinformation identifying a vertex may be an index into the vertex bufferwhich can be used to obtain the geometry data relating to that vertexfrom the vertex buffer. The untransformed primitive block may alsoinclude other information which may aid in processing the primitiveblocks in the rasterization phase such as information indicating how theuntransformed primitives in the block are to be rasterized.

The untransformed primitives are preferably grouped so thatuntransformed primitives in the same untransformed primitive block are,when transformed, spatially close (i.e. have spatially similarpositions) in the rendering space (e.g. screen space). Where it isexpected that the untransformed primitives will be received or processedin an order where spatially similar primitives are received or processedclose together the untransformed primitives may simply be grouped basedon the order in which they are received or processed (e.g. in thesubmission order in which the untransformed primitives are received froman application). For example, every K untransformed primitives may begrouped to form an untransformed primitive block wherein K is an integergreater than 2. However, more sophisticated methods for grouping theuntransformed primitives based on the transformed position data mayimprove the efficiency in the rasterization phase. Example methods andprimitive block generators for grouping the untransformed primitivesbased on the transformed position data are described below with respectto FIGS. 6 to 10. Once the untransformed primitives have been groupedinto untransformed primitive blocks the method 500 proceeds to block510.

At block 510, for each tile, the untransformed primitives that, whentransformed, fall, at least partially, within the bounds of the tile aredetermined from the transformed position data for the untransformedprimitives and an untransformed display list is generated for the tilethat identifies the untransformed primitives that, when transformed,fall, at least partially, within the tile and the untransformedprimitive block to which they belong. Methods for determining whichuntransformed primitives fall, when transformed, at least partiallywithin the bounds of a tile, are known to persons of skill in the art.As described above, each untransformed display list may compriseinformation identifying which untransformed primitive blocks compriseuntransformed primitives that, when transformed, fall within thecorresponding tile and for each identified untransformed primitiveblock, information identifying which of the untransformed primitives inthat block fall, when transformed, at least partially, within the boundsof the tile. The information identifying an untransformed primitiveblock may be the address of the untransformed primitive block in memoryor any other suitable identifier that uniquely identifies theuntransformed primitive block. The information identifying whichuntransformed primitives in an untransformed primitive block, whentransformed, fall, at least partially, within the bounds of the tile maybe a primitive mask. The primitive mask may comprise a bit for eachuntransformed primitive that is in the untransformed primitive block andthe bit may be set to one value (e.g. “1”) when the correspondinguntransformed primitive is, when transformed, in the tile and set toanother value (e.g. “0”) when the corresponding untransformed primitiveis, when transformed, not in the tile. Once the untransformed displaylists have been generated the method 500 proceeds to block 512 where therasterization phase begins.

At block 512, an untransformed display list for a tile generated inblock 510 is received (e.g. at the rasterization logic 306 or the fetchlogic 312 from the memory 302 ₃). Once a display list is received themethod 500 proceeds to block 513. At block 513, the first untransformedprimitive block identified in the untransformed display is selected andthe method 500 proceeds to block 514.

At block 514, a determination is made whether there is transformedgeometry data in the cache for the selected untransformed primitiveblock. As will be described in more detail in block 518, afteruntransformed geometry data for an untransformed primitive block (i.e.the untransformed geometry data related to the untransformed primitivesin the untransformed primitive block) is transformed in therasterization phase the transformed geometry data for the untransformedprimitive block is temporarily stored in a cache. If transformedgeometry data for the selected untransformed primitive block is not inthe cache, then the method 500 proceeds to block 516. If, however, thecache comprises transformed geometry data for the selected untransformedprimitive block then the method 500 proceeds to block 520.

At block 516, the untransformed geometry data for the selecteduntransformed primitive block is fetched (e.g. by the fetch logic 312)from memory (e.g. memory 302 ₁). The untransformed geometry data for anuntransformed primitive block may be fetched from memory based on theinformation in the untransformed primitive block. For example, asdescribed above, each untransformed primitive block may includeinformation that indicates the vertices that form each of theuntransformed primitives in that block. The identified vertices may beused to obtain the geometry data related to those vertices whichtogether forms the untransformed geometry data for the untransformedprimitive block. In some cases, the information identifying a vertex maybe an index into the vertex buffer which can be used to obtain theuntransformed geometry data in the vertex buffer related to that vertex.Once the untransformed geometry data for the selected untransformedprimitive block has been fetched the method 500 proceeds to block 518.

At block 518, the untransformed geometry data fetched in block 516 istransformed to generate transformed geometry data and the transformedgeometry data is stored in the cache. Transforming untransformedgeometry data for an untransformed primitive comprises generatingtransformed position data for the untransformed primitive in renderingspace (e.g. screen space). As described above, in some cases generatingtransformed position data for an untransformed primitive may comprisetransforming the position of the untransformed primitive into a positionin the rendering space. In other cases, generating transformed positiondata for an untransformed primitive may comprise generating one or moresub-primitives from the untransformed primitive (via tessellation orgeometry shading) and transforming the position of those sub-primitivesinto positions in the rendering space. As described above, where theprimitives are defined by one or more vertices transforming the positionof a primitive (or sub-primitive) into a position in the rendering spacemay comprise transforming the co-ordinates of the vertices to renderingspace (e.g. screen space) co-ordinates. Transforming the geometry datamay also comprise performing one or more other operations on theuntransformed geometry data such as, but not limited to, clipping orculling the primitives that are not relevant as described above withrespect to block 506. Once the untransformed geometry data fetched inblock 516 has been transformed and stored in the cache, the method 500proceeds to block 520.

At block 520, the transformed geometry data for the untransformedprimitives identified in the untransformed display list (i.e. thoseuntransformed primitives that are to be used in rendering the tile) isobtained from the cache and is used to render those primitives. Asdescribed above, rendering a primitive may comprise performing hiddensurface removal to remove fragments of primitives which are hidden inthe scene, and/or performing texturing and/or shading on the fragmentsto determine pixel values of a rendered image. Once the pixel values forthe tile have been determined the method 500 proceeds to block 522.

At block 522, the pixel values are passed to memory 302 ₄ for storage ina frame buffer. The method 500 then proceeds to block 524 where adetermination is made as to whether the untransformed display listidentifies another untransformed primitive block. If the untransformeddisplay list identifies another untransformed primitive block, then themethod 500 proceeds to block 526 where the next untransformed primitiveblock identified in the untransformed display list is selected and thenblocks 514 to 522 are repeated for that untransformed primitive block.

Blocks 512 to 522 (i.e. the rasterization phase) may be repeated foreach untransformed display list (i.e. for each tile) at which point thewhole image has been rendered and stored in the memory. At this pointthe image can be output and, for example, displayed on a display.

Primitive Block Generator

As described above, the primitive block generator 309 is configured todivide the plurality of untransformed primitives into groups based onthe transformed position data therefor, and generate an untransformedprimitive block for each group which identifies the portion of theuntransformed geometry data related to those untransformed primitives.The primitive block generator 309 may use any suitable criteria fordetermining how to group the untransformed primitives based on theirtransformed positions. Preferably the untransformed primitives aregrouped such that untransformed primitives that, when transformed, arein close proximity, in the rendering space (e.g. screen space), aregrouped together. As described above, all the untransformed geometrydata related to an untransformed primitive block referred to in anuntransformed display list for a tile is fetched and transformed,regardless of whether all, or only a portion of, the untransformedprimitives in the untransformed primitive block fall, when transformed,at least partially, within that tile. This transformation can beperformed efficiently using SIMD processing units to process differentitems of geometry data from an untransformed primitive block inparallel. All of the transformed geometry data for the untransformedprimitive block is then stored in a cache. Accordingly, if the “extra”untransformed primitives that are fetched and transformed (i.e. theuntransformed primitives in the same untransformed primitive block as anuntransformed primitive, which when transformed, is in a tile but thatdo not fall within the tile themselves) are spatially close, whentransformed, to the untransformed primitives in the tile the transformedgeometry data related thereto is likely to be needed to render one ofthe nearby tiles (which may be likely to be processed soon) whichincreases the likelihood that the transformed geometry data related tothe “extra” untransformed primitives will still be in the cache when itis needed.

The untransformed primitives (and the untransformed geometry datarelated thereto) may be provided to the geometry processing logic 304 ina particular order or sequence. In these cases, the transformation logic308 may be configured to process the untransformed primitives in thatorder (i.e. transform the position data related thereto) such that theprimitive block generator 309 receives the transformed position datarelated thereto in the same order. It will be evident to a person ofskill in the art that the order of the untransformed primitives canaffect the way a scene is rendered. For example, if a plurality ofoverlapping primitives are translucent then the order in which they areprocessed may affect the way in which the primitives are blended to formthe rendered scene. Therefore, in order to maintain the sequence orderof the untransformed primitives, the primitive block generator 309 maybe configured to group the untransformed primitives based on the order(“submission order”) in which they (i.e. the transformed position datarelated thereto) are received so as to preserve their order. Forexample, the primitive block generator 309 may be configured to continueto place the received untransformed primitives in the same group untilthe group is full at which point the primitive block generator createsand outputs an untransformed primitive block for the group ofprimitives. Any further untransformed primitives received are placed inthe next group until that group is full and so on. In this way the orderof the untransformed primitives is maintained in the untransformedprimitive blocks. A group may be considered “full” if the number ofvertices in the group is greater than or equal to a maximum number ofvertices (e.g. the maximum number of vertices in a primitive block maybe 64 or 128 to give two examples) and/or if the number of primitives inthe group is greater than or equal to a maximum number of primitives(e.g. the maximum number of primitives in a primitive block may be 64 or128, to give two examples). A new group may be started if there is astate change because in examples described herein the primitives thatare grouped together into an untransformed primitive block share thesame state.

Grouping the untransformed primitives based on the order in which theprimitives (i.e. the transformed position data related thereto) arereceived is simple to implement and works well in the graphicsprocessing system 300 of FIG. 3 in cases where untransformed primitiveswhich are close in order are also spatially close together, whentransformed (i.e. in the rendering space (e.g. screen space)). However,in cases where it is possible for untransformed primitives which areclose in order to be spatially far apart in rendering space (e.g. screenspace) this method of grouping the untransformed primitive may not allowthe rasterization logic 306 to operate efficiently. This is because, inthese cases, it is likely that such a method will result inuntransformed primitive blocks that contain untransformed primitivesthat, when transformed, are spatially far apart. If an untransformedprimitive block comprises untransformed primitives that, whentransformed, are spatially far apart the rasterization logic 306 is notlikely to use the transformed geometry data related to the “extra”untransformed primitives in an untransformed primitive block before thattransformed geometry data is evicted from the cache.

For example, FIG. 6 shows a simple example of a scene 600 to be renderedby the graphics processing system 300 of FIG. 3. The scene 600 includestwo similar objects 602 ₁ and 602 ₂ which are spatially separated fromeach other in the scene 600. As described above, in a TBR graphicsprocessing system the rendering space (e.g. screen space) is dividedinto a plurality of tiles. In the example shown in FIG. 6 the renderingspace (e.g. screen space) is divided into a 4×6 array of rectangulartiles. In other examples, the rendering space (e.g. screen space) may bedivided into a different number and/or arrangement of tiles. In oneexample, each tile comprises 32×32 sample positions, and there may bemany tiles (e.g. hundreds of tiles) in the rendering space (e.g. screenspace), depending on the size and resolution of the image that is beingrendered. In other examples tiles may be non-rectangular (e.g.triangular or hexagonal), or may vary in size according to theirposition.

FIG. 6 shows two primitives 604 ₁, 604 ₂ of the first object 602 ₁ andtwo similar primitives 604 ₃, 604 ₄ of the second object 602 ₂. In theexample of FIG. 6 the primitives are triangles which may be defined byvertex data at three vertices, but in other examples other types ofprimitives may be used wherein the primitives may be other shapes suchas quadrilaterals or hexagons, or may be lines or points. The primitivesmay be received at the geometry processing logic 304 in an order that itdeems to be suitable, and may for example place similar primitivestogether in the order such that the primitives 604 ₁, 604 ₂, arereceived at the geometry processing logic 304 consecutively. As anexample, primitives may be “similar”, and therefore placed together inthe order if they have a similar state wherein the state is theinformation that describes how the primitive is to be rendered.

If the untransformed primitives are placed in the order such that“similar” primitives are placed together in the order, then theprimitives 604 ₁, 604 ₂, 604 ₃, 604 ₄ may be placed together in theorder and the other primitives of the first object may be placed furtheraway in the order. This means that if a primitive block generator placesthe untransformed primitives in primitive blocks based on the order theprimitives are received, primitives 604 ₁, 604 ₂, 604 ₃, 604 ₄ wouldlikely be placed in the same untransformed primitive block whereas theother primitives of the first object 602 ₁ may be placed in one or moredifferent untransformed primitive blocks. This means that when therasterization logic 306 processes the tile in the first row of the sixthcolumn it will fetch and transform the untransformed geometry data forall the untransformed primitives in the untransformed primitive blockthat contains the primitives 604 ₃, 604 ₄ (i.e. it will also fetch andtransform the untransformed geometry data for primitives 604 ₁, 604 ₂).However, since the tile in the third row of the second column is farfrom the tile in the first row of the sixth column it is unlikely thatthe transformed geometry data for primitives 604 ₁, 604 ₂ will still bein the cache when the tile in the third row of the second column isprocessed by the rasterization logic 306. This would mean that theuntransformed geometry data for that untransformed primitive block wouldhave to be fetched and transformed again. Where the process oftransforming geometry data includes executing one or more shaderprograms, such as, but not limited to a vertex shader program; ageometry shader program; hull shader program and a domain shaderprogram, re-transforming the untransformed geometry data for anuntransformed primitive may be time and processing resource intensive.Furthermore writing and reading data to and from the memories 302 ₁, 302₂, 302 ₃ is a relatively slow process in the processing of untransformedprimitives by the graphics processing system 300 of FIG. 3 especiallywhen the memories are “off-chip”, i.e. not on the same chip as thegeometry processing logic 304 and/or the rasterization logic 306. Therasterization logic 306 may, therefore be able to process the primitivesmore efficiently if the untransformed primitives are grouped based ontheir spatial position to increase the likelihood that the transformedgeometry data that relates to the “extra” untransformed primitives in anuntransformed primitive block (i.e. those untransformed primitives inthe untransformed primitive block that, when transformed, do not fall,at least partially, within the tile being processed) will still be inthe cache when the tile or tile(s) that the “extra” untransformedprimitives relate to are processed.

Accordingly, in other cases the primitive block generator 309 may beconfigured to group untransformed primitives according to theirtransformed spatial positions, as set out by the transformed positiondata. An example method for grouping primitives according to theirspatial position is described in UK Published Patent Application No.GB2526598 and is herein incorporated by reference. Specifically,GB2526598 describes a method in which, when a primitive is received at aprimitive block generator, the primitive block generator compares thespatial position of the received primitive with the spatial position ofone or more ‘open’ primitive blocks and allocates the received primitiveto a primitive block based on the result of the comparison. GB2526598describes that in one example, a primitive is allocated to a primitiveblock if the spatial position of the primitive overlaps with, or is aminimum distance from, the spatial position of the primitive block(which is based on the spatial position of the primitives in theprimitive block). GB2526598 describes several mechanisms for determiningthe spatial position of the primitive, the spatial position of theprimitive block and the distance between the spatial position of theprimitive and the spatial position of the primitive block.

The inventors have identified that the performance and efficiency of therasterization phase can be further improved if the decision on whetherto add a primitive to a primitive block is based both on the distancebetween the spatial position of the primitive and the spatial positionof the primitive block; and how full the primitive block is. Thisprovides a good trade-off between having full primitive blocks (whichwill fill up the SIMD lanes) and having primitive blocks that haveprimitives too far apart. Accordingly, described below are primitiveblock generators that are configured to place a primitive in a primitiveblock based on (i) the distance between the spatial position of theprimitive and the spatial position of the primitive block; and (ii) howfull the primitive block is. For example, in some cases, a primitive maybe placed in a primitive block if the distance between the spatialposition of the primitive and the spatial position of the primitiveblock is less than a distance threshold wherein the distance thresholdis dynamically selected based on how “full” the primitive block is. Insome cases, the less full the primitive block the greater the thresholddistance and the more full the primitive block the lower the thresholddistance.

Reference is now made to FIG. 7 which illustrates an example method 700for generating primitive blocks, which may be implemented by theprimitive block generator 309 of FIG. 3, wherein the decision on whetherto place a primitive in a primitive block is based on the distancebetween the spatial position of the primitive and the spatial positionof the primitive block and how full the primitive block is. The method700 may be used in a UDL TBR graphics processing system such as thegraphics processing system 300 of FIG. 3 to generate untransformedprimitive blocks (i.e. primitive blocks that refer to untransformedprimitives), or, the method 700 may be used in a non-UDL TBR graphicsprocessing system to generate transformed primitive blocks (i.e.primitive blocks that refer to transformed primitives). As describedabove, in some cases, an untransformed primitive may be transformed intoa plurality of transformed primitives (i.e. a plurality ofsub-primitives may be generated therefrom, and the sub-primitives may betransformed into transformed primitives). In these cases, thetransformed primitives may be sorted into untransformed primitive blockson a transformed primitive basis or on an untransformed primitive basis.

Where the transformed primitives are sorted into primitive blocks on anuntransformed primitive basis then all the transformed primitives thatcorrespond to a single untransformed primitive are treated as a singleprimitive for the purposes of making a decision on whether to add theprimitive to the primitive block. In these cases, the current primitiveis a set of transformed primitives related to an untransformedprimitive. In these cases, each untransformed primitive will only beidentified in a single untransformed primitive block which may mean thatthe untransformed primitive block only has to be re-transformed once.However, when each untransformed primitive block is transformed thetransformed geometry data related thereto may be stored in a transformedprimitive block. If the untransformed primitive spawns many transformedprimitives then all of the transformed geometry data related thereto maynot be able to be stored in a single transformed primitive block (due tosize restrictions) and may have to be stored in a hierarchy oftransformed primitive blocks which may make retrieval of the transformedgeometry data, more complicated.

In contrast, where the transformed primitives are sorted into primitiveblocks on a transformed primitive basis then the decision on whether toadd a primitive to a primitive block is based solely on the transformedposition data for that transformed primitive. In these cases the currentprimitive is a single transformed primitive. This means that differenttransformed primitives that correspond to the same untransformedprimitive may be associated with different untransformed primitiveblocks. As a result an untransformed primitive may be identified inmultiple untransformed primitive blocks. In these cases, additionalinformation may be added to the untransformed primitive block to specifywhich transformed primitives related to an untransformed primitiveidentified in the untransformed primitive block is associated with theprimitive block. Then when the untransformed primitive block istransformed only the transformed geometry data related to the identifiedtransformed primitives will be stored in the transformed primitiveblock. This allows the system to know in advance how many transformedprimitives will be in the corresponding transformed primitive block,allowing one transformed primitive block per untransformed primitiveblock. However, it may result in the same untransformed primitive beingre-transformed multiple times in the rasterization phase—one for eachuntransformed primitive block to which it belongs.

The method 700 begins at block 702 where the primitive block generatorreceives transformed position data for a current primitive. As describedabove, the current primitive may be a single transformed primitive (i.e.a primitive output by the transformation logic) or a primitive formed bya set of transformed primitives that relate to the same untransformedprimitive. Where the current primitive is a single transformed primitivethe transformed position data comprises information indicating theposition of the primitive in render space (e.g. screen space). Where aprimitive is defined by one or more vertices the transformed positiondata may comprise position data (e.g. X, Y, Z coordinates) for thevertices that form that primitive. Where, however, the current primitiveis a primitive formed by the set of transformed primitives that relateto the same untransformed primitive the transformed position data maycomprise information indicating the position of each of the one or moretransformed primitives in rendering space. However, it will be evidentto a person of skill in the art that the position data may compriseother and/or different information. Once the transformed position datafor the current primitive has been received the method 700 proceeds toblock 704.

At block 704, the primitive block generator determines whether there areany primitives in the current primitive block. In other words, theprimitive block generator determines whether the current primitive blockis empty. The current primitive block is the primitive block to whichnew primitives can be added. If the primitive block generator determinesthat there is at least one primitive in the current primitive block,then the method 700 proceeds to block 706. If, however, the primitiveblock generator determines that there are no primitives in the currentprimitive block then the method 700 proceeds directly to block 712.

At block 706, the primitive block generator determines the distancebetween the spatial position of the current primitive and the spatialposition of the current primitive block. The distance is a quantitativemetric or set of metrics that indicates how ‘close’ the currentprimitive is to the primitives in the current primitive block. Thedistance may be determined in any suitable manner.

In some cases, the distance between the spatial position of the currentprimitive and the spatial position of the current primitive block isdetermined by the bounding box of the current primitive block withoutthe current primitive (i.e. the bounding box for the primitives in thecurrent primitive block) and the bounding box of the current primitiveblock with the current primitive (i.e. the bounding box for theprimitives in the current primitive block and the current primitive). A“bounding box” for a set of one or more primitives is the minimum orsmallest bounding or enclosing box in which all of the primitives lie.The bounding box may be an axis-aligned bounding box. The bounding boxmay be determined from the maximum and minimum x and y positions of theprimitives in the set. Where each primitive is defined by one or morevertices the maximum and minimum x and y positions of the primitives maybe the maximum and minimum x and y coordinates respectively of thevertices that form the primitives in the set. In some cases, theresolution of the bounding box may be per sample resolution (i.e. theresolution of the sampling grid) or per tile resolution. For example,FIG. 8 shows an example rendering space 800 divided into a 4×5 matrix oftiles. If the primitives in a set form the object 802 then the boundingbox for the primitives if at a per sample resolution may be as shown at804. In contrast, the bounding box for the primitives if at a per tileresolution may be as shown at 806.

In some cases, the distance between the spatial position of the currentprimitive and the spatial position of the current primitive block isbased on the size of the bounding box of the primitive block without thecurrent primitive and the size of the bounding box of the primitiveblock with the current primitive in one or more dimensions. For example,in some cases, the distance may be equal to the difference between thesize of the bounding box for the primitive block with and without thecurrent primitive in one or more dimensions. In particular, the distancemay be equal to the difference in the x dimensions of the boundingboxes; the difference in the y dimensions of the bounding boxes; thedifference in the area (e.g. x*y) of the bounding boxes; or acombination of one or more of these differences. For example, thedistance may be represented by any combination of the listed differencemetrics. For example the distance may be represented by a singledifference metric, or multiple difference metrics. For example, in somecases the distance may be represented by a triple (a, b, c) wherein a isthe difference in the x dimensions of the bounding boxes, b is thedifference in the y dimensions of the bounding boxes, and c is thedifference in areas of the bounding boxes.

In other examples, the distance may be equal to the ratio between thesize of the bounding boxes for the current primitive block with andwithout the current primitive in one or more dimensions. For example,the distance may be equal to: the ratio of the x dimensions of thebounding boxes; the ratio of the y dimensions of the bounding boxes; theratio of the areas (e.g. x*y) of the bounding boxes; or a combination ofone or more of these ratios. For example, the distance may berepresented by a single ratio metric or multiple ratio metrics. Forexample, in some cases the distance may be represented by a triple (a,b, c) wherein a is the ratio of the x dimensions of the bounding boxes,b is the ratio of the y dimensions of the bounding boxes, and c is theratio of the areas of the bounding boxes.

In other examples, the distance may be a combination of distance andratio metrics.

In other cases, instead of the distance being determined from thebounding boxes of the current primitive block with and without thecurrent primitive, the distance may be determined from the order inwhich the tiles are rendered. The tile rendering order might not befixed (e.g. it may be dynamically selected), but if it is fixed or atleast can be estimated, the tile rendering order can be used todetermine how ‘close’ the current primitive is to the current primitiveblock. Specifically, it can be used to estimate how long it will take,after processing the tile that the current primitive block relates to,before the current primitive is processed. In general, the more tilesaway, based on the tile rending order, the current primitive is from thecurrent primitive block the more unlikely that the transformed geometrydata related thereto will still be in the cache if the untransformedgeometry data related thereto is transformed at the same time as theuntransformed geometry data for the current primitive block.

For example, FIG. 9 shows an example rendering space 900 divided into a4×5 matrix of tiles wherein the rendering order is shown by arrows 902(i.e. the tiles are rendered one row at a time starting with theuppermost row, and each row is rendering from left to right). In thisexample, the primitives in the current primitive block form an object904 that lies in the tile in the first column and the first row, and thecurrent primitive 906 lies in the tile in the third row and the firstcolumn. In this example the spatial distance between the currentprimitive 906 and the current primitive block 904 is relatively close(e.g. 2 tiles apart), but the distance between the current primitive 906and the current primitive block 904 based on the tile rendering order ismuch further away (e.g. 10 tiles apart).

Although this is a simple example where the primitives of the currentprimitive block fall within a single tile and the current primitive alsofalls within a single tile, the same principles can be applied in caseswhere the primitives of the current primitive block fall within multipletiles and/or the current primitive falls within multiple tiles. Forexample, more generally the bounding box of the current primitive andthe bounding box for the current primitive block may be mapped to thetiles in the rendering space. In some cases, the distance between themmay be the distance (e.g. in tiles) between the two closest tiles(according to the tile rendering order) of the two bounding boxes. Forexample, if the current primitive block is mapped to the 2×2 array oftiles in the top-left corner of the rendering space shown in FIG. 9 andthe current primitive lies in the tile in the third column and the firstrow as shown in FIG. 9 then the distance would be 4 tiles. In othercases, the distance between the bounding box for the current primitiveand the bounding box for the current primitive block may be determinedas the distance (e.g. in tiles) between the centres of the two boundingboxes according to the tile rendering order.

Once the distance between the current primitive and the currentprimitive block has been determined the method 700 proceeds to block708.

At block 708, the primitive block generator determines whether thecurrent primitive is to be added to the current primitive block based ona comparison of the distance determined in block 706 with one or moredistance thresholds, wherein the one or more distance thresholds aredynamically determined based on how full the current primitive block is.Ideally the primitive blocks are full (e.g. have the maximum number (orclose to the maximum number) of primitives or vertices) and compriseprimitives with spatially similar positions (e.g. they are closetogether) in the rendering space. However, in many cases fullness andspatial locality are competing criteria. Specifically, in many cases tomake the primitive blocks full the spatial distance between theprimitives in the primitive block has to increase such that theprimitive blocks comprise primitives that are far apart in the renderingspace. Similarly, in many cases, to ensure that the spatial distancebetween the primitives is small the primitive blocks become small. Inaddition to small primitive blocks (i.e. primitive blocks with a smallnumber of primitives) not being able to fill up the SIMD lanes there isan overhead associated with each primitive block. Accordingly, there isa desire to find a balance between the spatial distance between theprimitives in a primitive block and the fullness of the primitiveblocks.

The inventors have identified that a good balance can be achieved byadjusting the thresholds based on the fullness of the current primitiveblock. Specifically, in some cases, the distance threshold(s) is/arehigher if the current primitive block is less full, and the distancethreshold(s) are lower if the current primitive block is more full. Thismeans that when there are only a few primitives in the primitive blockthen the current primitive is relatively likely to be added to thecurrent primitive block even when it is far from the primitives alreadyin the current primitive blocks so as to fill up the primitive block. Incontrast, when there are a lot of primitives in the current primitiveblock then the current primitive is only likely to be added to thecurrent primitive block if it is close to the primitives already in thecurrent primitive block. Accordingly, when the primitive block is fairlyempty (e.g. comprises a small number of primitives and/or vertices) thesize criteria is more important than the spatial similaritycriteria—i.e. it is more important to add more primitives to theprimitive block than it is to keep them spatially close; and when theprimitive block is fairly full (e.g. comprises a large number ofprimitives and/or vertices) the spatial similarity criteria is moreimportant than the size criteria—i.e. it is not worth adding a primitivethat is spatially far away since the primitive block already has asubstantial number of primitives that are spatially close together.

In some cases, the one or more distance threshold(s) may be dynamicallydetermined from a formula based on the fullness of the current primitiveblock. For example, the one or more distance threshold(s) may beinversely proportional to the fullness of the current primitive block Inother cases, there may be predetermined sets of one or more distancethreshold(s) associated with certain ranges of fullness. For example,there may be a first set of one or more distance thresholds which areused when the current primitive block is less than a quarter full, asecond set of one or more distance thresholds which are used when thecurrent primitive block is at least a quarter full but less than halffull; a third set of one or more distance thresholds which are used whenthe current primitive block is at least half full but less than threequarters full; and a fourth set of one or more distance thresholds whichare used when the current primitive block is at least three quartersfull. It will be evident to a person of skill in the art that these areexamples only and that there may be a different number of sets ofdistance thresholds and/or the predetermined sets of distance thresholdsmay be matched to different ranges of fullness. In some cases, thepredetermined sets of distance threshold(s) associated with thedifferent ranges may be stored in a lookup table.

Regardless of whether the distance thresholds are dynamically determinedfrom a formula or predetermined for certain ranges of fullness, wherethere are multiple distance thresholds per fullness/fullness range thedistance threshold may not increase/decrease by the same amount for eachdistance threshold. For example, if a set of distance thresholds for afirst fullness range comprises a first distance threshold of 10 and asecond distance threshold of 20, a set of distance thresholds for asecond fullness range may comprise a first distance threshold of 5 and asecond distance threshold of 15.

The fullness of the current primitive block may be based on (i) thenumber of primitives in the current primitive block, and/or, (ii) wherethe primitives are formed by one or more vertices, the number ofvertices in the current primitive block. For example, there may be amaximum number of primitives in a primitive block and/or a maximumnumber of vertices. The fullness of the primitive block may be equal to,for example, the ratio of the number of primitives in the currentprimitive block to the maximum number of primitives; the ratio of thenumber of vertices in the current primitive block to the maximum numberof vertices; the maximum of the two ratios; or another combination ofthe two ratios. It will be evident to a person of skill in the art thatthese are examples only and that the ‘fullness’ of the current primitiveblock may be determined in any suitable manner.

Where the method 700 is used to generate transformed primitive blocksthe transformed primitive blocks will comprise transformed primitivesthus the number of primitives in the current primitive block is thenumber of transformed primitives in the current primitive block and thenumber of vertices in the current primitive block is the number oftransformed vertices in the current primitive block. In contrast, wherethe method 700 is used to generate untransformed primitive blocks theuntransformed primitive blocks will comprise untransformed primitivesthus the number of primitives in the current primitive block is thenumber of untransformed primitives in the current primitive block. Wherethe method 700 is used to generate untransformed primitive blocks eachuntransformed primitive block may be associated with one or moretransformed primitives and one or more transformed vertices. Where thetransformed primitives are processed on an untransformed primitive basisthis is all the transformed primitives associated with the untransformedprimitives in the untransformed primitive block. Where, the transformedprimitives are processed on a transformed primitive basis this may bethe transformed primitives related to the untransformed primitives inthe untransformed primitive block that are explicitly associated withthe untransformed primitive block. Likewise the transformed primitiveblocks may be associated with a number of transformed vertices. In thesecases the fullness may also or alternatively be based on the number oftransformed primitives or the transformed vertices associated with thecurrent primitive block. Limits may be placed on the number oftransformed primitives or transformed vertices associated with anuntransformed primitive bock to limit the size of the correspondingtransformed primitive block when it is generated in the rasterizationphase.

Where the distance comprises a single metric (e.g. the ratio of areas ofthe bounding boxes, or the difference between x dimensions of thebounding boxes) then there may be a single distance threshold. In thesecases, the primitive block generator may determine that the currentprimitive is to be added to the current primitive block if the distanceis less than the distance threshold, and is not to be added to thecurrent primitive block otherwise. Where the distance comprises aplurality of metrics (e.g. triple (a, b, c)) there may be a singledistance threshold or multiple distance thresholds. For example, in somecases the plurality of distance metrics may be combined in some fashionand the combined metric may be compared to a single distance threshold.In other cases, there may be a plurality of distance thresholds whichare compared to different distance metrics. For example, if the distancecomprises a triple (a, b, c) wherein a is the ratio of x dimensions ofthe bounding boxes, b is the ratio of y dimensions of the boundingboxes, and c is the ratio of the areas of the bounding boxes there maybe three distance thresholds against which one of the distance metricsis compared. In these cases, the primitive block generator may beconfigured to determine that the current primitive is not to be added tothe current primitive block if only a subset (e.g. only one) of thedistance threshold are exceeded or only if all of the distancethresholds are exceeded.

If it is determined from the comparison of the distance to the one ormore distance thresholds that the current primitive is not to be addedto the current primitive block, then the method 700 proceeds to block710. If, however it is determined from the comparison of the distance tothe one or more distance thresholds that the current primitive is to beadded to the current primitive block then the method 700 proceedsdirectly to block 712.

At block 710, after determining that the current primitive is not to beadded to the current primitive block, the primitive block generatorflushes the current primitive block. Flushing the current primitiveblock comprises outputting the contents of the current primitive block(e.g. the information identifying the primitives in the primitiveblocks) and emptying the current primitive block. Outputting theprimitive block may comprise writing the current primitive block tomemory (e.g. memory 302 ₂). Accordingly at the end of the flush thecurrent primitive block contents have been output (e.g. for use in therasterization phase of TBR) and the (new) current primitive block isempty. Once the current primitive block has been flushed the method 700proceeds to block 712.

At block 712, the primitive block generator adds the current primitiveto the current primitive block. Where the method 700 is used to generateuntransformed primitive blocks, adding the current primitive to thecurrent primitive block may comprise adding information to the currentprimitive block identifying the untransformed primitive related to thecurrent primitive. As described above, where the primitives are definedby one or more vertices the information identifying the primitive maycomprise information identifying the vertices that form that primitivewhich allows the untransformed geometry data related thereto to beretrieved. For example, where the primitives are triangles defined bythree vertices the information identifying the primitive may compriseinformation identifying the three vertices that form that primitive. Insome cases, the information identifying a particular vertex may be anindex of the vertex as sent from the application which points to theportion of the memory storing the untransformed geometry data (e.g.vertex buffer) that relates to that vertex. Where transformed primitivesare added to primitive blocks on a transformed primitive basis, inaddition to adding information identifying the untransformed primitivebock related to the current primitive, information identifying thatparticular transformed primitive may also be added. Where the method 700is used to generate transformed primitive blocks, adding the currentprimitive to the current primitive block may comprise adding thetransformed geometry data related to the current primitive to thecurrent primitive block.

Where block 712 is executed directly after block 710 or block 704 thecurrent primitive block will be empty such that the current primitivebecomes the first primitive in the current primitive block. If, howeverblock 712 is executed directly after block 708 then the currentprimitive block will already comprise one or more primitives and thecurrent primitive is added to those primitives. Once the currentprimitive has been added to the current primitive block the method 700proceeds to block 714.

At block 714, the primitive block generator determines whether thecurrent primitive block is now full. As described above, in some casesthere may be a maximum number of primitives and/or a maximum number ofvertices in a primitive block. In these cases, the primitive blockgenerator may determine that the current primitive block is full if thenumber of primitives and/or the number of vertices in the primitiveblock is equal to the maximum number of primitives or the maximum numberof vertices respectively. If it is determined that the current primitiveblock is now full then the method 700 proceeds to block 716 where theprimitive block is flushed (as described above with respect to block710). If, however it is determined that the current primitive is notfull then the method 700 proceeds to block 718.

At block 718, the primitive block generator determines whether there areany more primitives to process. If there is at least one additionalprimitive to process, then the method 700 returns to block 702. If,however, there are no more primitives to process then (so long as thecurrent primitive block is not empty) then the current primitive blockis flushed (as described above with respect to block 710) and the method700 ends.

In other examples, where the primitives are formed by one or morevertices, after it is determined at block 708 that, based on thecomparison between the distance between the current primitive and thecurrent primitive block and the one or more distance thresholds, thecurrent primitive is not to be added to the current primitive block theprimitive block generator may be configured to, before proceeding toblock 710 where the current primitive block is flushed, determinewhether the current primitive shares at least one vertex with one of theprimitives in the current primitive block. If the primitive blockgenerator determines that the current primitive shares at least onevertex with a primitive in the current primitive block then theprimitive block generator may determine that the current primitive is tobe added to the current primitive block even though the distancethreshold(s) are not met, or may determine that the current primitive isto be added to the current primitive block if certain conditions aremet. For example, if the current primitive shares at least one vertexwith a primitive in the current primitive block then the distance may becompared against a different set of one or more distance thresholds or adifferent criterion may be used to determine if the current primitiveshould be added to the current primitive block. For example, if thecurrent primitive shares at least one vertex with a primitive in thecurrent primitive block the current primitive may be added to thecurrent primitive block if the area of the bounding box of the currentprimitive block with the current primitives is less than a threshold(e.g. less than a predetermined number of tiles).

In some cases, it may be advantageous for all of the primitives in aprimitive block to share the same render state data (e.g. the same depthcompare mode and type of primitive). In these cases, prior to executingblock 704 the primitive block generator may determine whether the renderstate data for the current primitive is the same as (or matches) therender state data for the primitives in the current primitive block. Ifthe primitive block generator determines that the render state data forthe current primitive is different than the render state data for theprimitives in the current primitive block, then the current primitiveblock may be flushed before the method 700 proceeds to block 704. If,however, the primitive block generator determines that the render statedata for the current primitive is the same (or matches) the render statedata for the primitives in the current primitive block then the method700 may proceed directly to block 704.

Although the method 700 of FIG. 7 describes how to generate primitiveblocks by determining whether to add received primitives to a singlepending primitive block based on the distance between the receivedprimitive and the primitive block and the fullness of the primitiveblock, in other examples the primitive block generator may maintainmultiple pending primitive blocks and may determine whether to add areceived primitive to one of the pending primitive blocks based on thedistance between the received primitive and each of the pendingprimitive blocks and the fullness of the pending primitive blocks. Forexample, a received primitive may be added to one of the pendingprimitive blocks by comparing the distance for each pending primitiveblock to a set of one or more distance thresholds for that pendingprimitive block where the set of one or more distance thresholds isbased on the fullness of that pending primitive block. If thecomparisons of the distances with the distance thresholds indicates thatthe received primitive can be added to one of the pending primitiveblocks, then the received primitive may be added to that pendingprimitive block. If, however, the comparison of the distances with thedistance thresholds indicates that the received primitive can be addedto a plurality of the pending primitive blocks then the receivedprimitive block may be added to one of those pending primitive blocks orthe relevant pending primitive blocks may be merged.

Although in the method 700 of FIG. 7 a current primitive can only formpart of a single primitive block (e.g. a primitive is either added tothe current primitive block as is, or the current primitive block isflushed and then the primitive is added to the current primitive block),in other example methods a current primitive may be added to multipleprimitive blocks. For example, if the distance for the current primitivemeets the distance thresholds to be added to the current primitiveblock, but it is close to the threshold then the current primitive maybe added to the current primitive block, then the current primitiveblock may be flushed and the same primitive may be added to the (new)current primitive block after the flush.

Reference is now made to FIG. 10 which illustrates an exampleimplementation of a primitive block generator 1000 which may be used toimplement the method 700 of FIG. 7. The primitive block generator 1000of FIG. 10 comprises a data store 1002 for storing a current primitiveblock 1004 to which new primitives can be added, and block allocationlogic 1006 for determining whether new primitives should be added to thecurrent primitive block based on the distance between the primitive andthe current primitive block; and the fullness of the current primitiveblock.

The block allocation logic 1006 may comprise distance calculation logic1008, fullness determination logic 1010, distance threshold selectionlogic 1012 and comparison logic 1014. The distance calculation logic1008 is configured to receive transformed position data for a currentprimitive and determine the distance between the spatial position of thecurrent primitive and the spatial position of the current primitiveblock 1004 based on the transformed position data. The transformedposition data describes the position of the primitive in the renderspace (e.g. screen space). As described above, where each primitive isdefined by one or more vertices the transformed position data maycomprise information indicating the position of the vertices (e.g. X, Yand Z coordinates) that form that primitive. The transformed positiondata for the primitive may have been generated by the transformationlogic 308 of the system 300 of FIG. 3.

The distance is a metric or a set of metrics that describes how ‘close’the current primitive is to the current primitive block (i.e. theprimitives forming the primitive block). The distance calculation logic1008 may be configured to determine the distance between the currentprimitive and the current primitive block from the transformed positiondata in any suitable manner. In particular, the distance calculationlogic 1008 may be configured to determine the distance in accordancewith any of the methods described above in reference to block 706 of themethod 700 of FIG. 7. For example, the distance calculation logic 1008may be configured to determine the distance (i) by comparing a boundingbox of the current primitive block without the current primitive to abounding box of the current primitive block with the current primitive;and/or (ii) from the tile rendering order. For example, in some casesthe distance calculation logic 1008 may be configured to determine thedistance as: a difference or ratio between the x dimensions of thebounding boxes; a difference or ratio of the y dimensions of thebounding boxes; a difference or ratio of the area of the bounding boxes;or any combination thereof. The distance may comprise a single metric(e.g. the ratio of the x dimensions of the bounding boxes) or multiplemetrics (e.g. a triple (a, b, c) wherein a is the ratio of the xdimensions of the bounding boxed; b is the ratio of the y dimensions ofthe bounding boxes; and c is the ratio of the areas of the boundingboxes).

The fullness determination logic 1010 is configured to generate afullness metric for the current primitive block 1004 that indicates thefullness of the current primitive block. The fullness of the currentprimitive block 1004 may be determined in any suitable manner. Forexample, as described above, in some cases the primitive blocks may havea maximum number of primitives and/or a maximum number of vertices. Inthese cases, the fullness determination logic 1010 may be configured todetermine the fullness metric based on comparing the number ofprimitives in the current primitive block and/or the number of verticesin the current primitive block to the maximum number of primitives andvertices respectively. For example, the fullness metric may be equal tothe ratio of the number of primitives in the current primitive block tothe maximum number of primitives; the ratio of the number of vertices inthe current primitive block to the maximum number of vertices; thelarger of the two ratios; or a combination of the two ratios.

The distance threshold selection logic 1012 is configured to dynamicallyselect, based on the fullness metric (generated by the fullnessdetermination logic 1010) a set of one or more distance thresholds to beused to determine if the current primitive is to be added to the currentprimitive block. As described above, the inventors have identified thata good balance between having full primitive blocks, and havingprimitive blocks that comprise primitives that are close together can beachieved by adjusting the distance threshold(s) that are used todetermine whether a new primitive is to be added to the currentprimitive block based on the fullness of the current primitive block.Specifically, dynamically adjusting the distance threshold(s) such thatwhen the current primitive block is less full, primitives that arefurther away from the primitives in the current primitive block can beadded thereto, and when the current primitive block is fuller onlyprimitives that are close to the primitives in the current primitiveblock can be added thereto.

The set of distance threshold(s) that are used for a particular fullnessmetric may be determined in any suitable manner. For example, the set ofdistance threshold(s) that are used for a particular fullness metric maybe determined using any of the methods described above with respect toblock 708 of the method 700 of FIG. 7. As described above, in somecases, the set of distance threshold(s) for a particular fullness metricmay be dynamically determined according to a formula. For example, theset of distance threshold(s) may be inversely proportional to thefullness of the current primitive block. In other cases, there may bepredetermined sets of one or more distance threshold(s) that areassociated with each of a plurality of ranges of fullness metrics. Thedistance threshold selection logic 1012 may then be configured to selecta set of one or more distance thresholds from the predetermined sets ofone or more distance thresholds based on the fullness metric. Forexample, there may be one set of one or more distance thresholds whichis to be used when the fullness metric indicates that the currentprimitive block is less than one quarter full, a second set of one ormore distance thresholds which is to be used when the fullness metricindicates that the current primitive block is at least a quarter fullbut less than half full, a third set of one or more distance thresholdswhich is to be used when the fullness metric indicates that the currentprimitive block is at least half full but less than three quarters full,a fourth set of one or more distance thresholds which is to be used whenthe fullness metric indicates that the current primitive block is atleast three quarters full. Where there are predetermined sets of one ormore distance thresholds, they may be stored in a look-up table 1016 ora similar structure.

The number of distance thresholds in a set may be based on the number ofmetrics used for the distance and/or one or more other criteria. Forexample, where the distance comprises a single metric (e.g. the distanceis equal to the ratio of the areas of the bounding boxes) then a set ofdistance thresholds may comprise a single distance threshold which iscompared to the single distance metric. Where the distance comprises aplurality of metrics (e.g. the distance comprises a triple (a, b, c)wherein a is the ratio of the x dimensions of the bounding boxes, b isthe ratio of the y dimensions of the bounding boxes, and c is the ratioof the areas of the bounding boxes) then a set of distance threshold(s)may comprise one or more distance thresholds. For example, there may bea single distance threshold that is compared to a combination of thedistance metrics or there may be a distance threshold per distancemetric which is compared against the corresponding distance metric.

The comparison logic 1014 is configured to determine whether the currentprimitive is to be added to the primitive block based on a comparison ofthe distance (as calculated by the distance calculation logic 1008) andthe distance threshold(s) (as generated by the distance thresholdselection logic 1012) and to output one or more control signals tocontrol the current primitive block based on the determination.Specifically, if the comparison logic 1014 determines based on thecomparison(s) that the current primitive is to be added to the currentprimitive block then the comparison logic 1014 may output one or morecontrol signals which cause the current primitive to be added to thecurrent primitive block. In some cases, causing the current primitive tobe added to the primitive block may comprise causing informationidentifying the untransformed primitive to which the current primitiverelates to the current primitive block. In other cases, causing thecurrent primitive to be added to the primitive block may comprisecausing the transformed geometry data related to the current primitiveto be added to the current primitive block. In contrast, if thecomparison logic 1014 determines based on the comparison(s) that thecurrent primitive is not to be added to the current primitive block thenthe comparison logic 1014 may output one or more control signals whichcause the current primitive block to be flushed (e.g. the contentsoutput (e.g. written out to memory) and then emptied) and then cause thecurrent primitive to be added to the empty current primitive block.

Transformed Geometry Data Cache

As described above, once the untransformed geometry data for a primitiveblock has been transformed by the transformation logic 313, thetransformed geometry data for that primitive block (which may bereferred to herein as the transformed primitive block) is stored in acache 315 (which may be referred to herein as the transformed geometrydata cache) where it can be accessed by the subsequent modules of therasterization phase (e.g. the HSR logic 314 and the texturing/shadinglogic 316). Since the transformed geometry cache 315 is generally notlarge enough to store each and every transformed primitive blockrequired to render the image, when the transformed geometry cache 315becomes full it is desirable to have a mechanism for determining whichtransformed primitive block(s) to evict from the cache 315. In otherwords, it is desirable to have a mechanism to know when it is safe toevict a transformed primitive block from the cache 315.

In some graphics processing systems, such as the graphics processingsystem 300 of FIG. 3, the processing of the transformed geometry datafor a tile in the rasterization phase is performed in a plurality ofstages. For example, hidden surface removal may be performed in a firststage, and texturing and shading may be performed in a second stage. Asdescribed in more detail below, in some cases the hidden surface removalstage may be further divided into a plurality of sub-stages. A hiddensurface removal stage and a texturing and shading stage both typicallyaccess the transformed geometry data related to the tile that is beingprocessed. Accordingly, it may not be safe to remove a transformedprimitive block associated with a tile until both stages have accessedthe transformed primitive block. However, not all of the primitivesrelated to a particular tile may make it through all stages. Forexample, while hidden surface removal may be performed on all primitivesassociated with a tile, not all of those primitives may make it throughthe hidden surface removal stage to the texturing and shading stage(e.g. some may be hidden). Thus there may be some transformed primitiveblocks associated with a tile that can be evicted after the hiddensurface removal stage (or a sub-stage thereof as described below)because all of the relevant primitives of that transformed primitiveblock are hidden, whereas other transformed primitive blocks associatedwith the tile cannot be evicted until the texturing and shading stage iscomplete.

Furthermore, in some graphics processing systems it may be possible tohave the transformed geometry data for multiple tiles being processed atthe same time because the plurality of stages of the transformedgeometry data processing may be pipelined (e.g. at any time thetransformed geometry data associated with one tile may be beingprocessed at each of the stages) and/or there may be a plurality ofparallel logic (e.g. pipelines) for processing transformed geometrydata.

Accordingly, the inventors have determined that an efficient mechanismfor keeping track of which transformed primitive blocks can be evictedis keeping track (via a counter) of the number of tiles that arecurrently being processed in the rasterization phase that require thattransformed primitive block, wherein a tile may be deemed to no longerrequire a transformed primitive block after any of the plurality stagesof the transformed geometry data processing. In other words, atransformed primitive block can be deemed available for eviction even ifa tile that is associated with that transformed primitive block is stillbeing processed if a transformed primitive block is no longer neededafter, for example, the first stage of the transformed geometry dataprocessing. This mechanism ensures that a transformed primitive blockwill not be evicted when it is known that it will be used again, but ismade available for eviction as soon as it is no longer required. Makinga transformed primitive block available for eviction does not mean thatit will not be needed by another tile later, only that is not requiredby any of the tiles currently being processing in the rasterizationphase and thus can be safely evicted. If a later tile requires access toa transformed primitive block that was evicted, then the untransformedgeometry data for that primitive block will have to be fetched andtransformed again.

Reference is now made to FIG. 11 which illustrates an exampletransformed geometry data cache 1100 which may be used to implement thetransformed geometry data cache 315 of the system 300 of FIG. 3. Thetransformed geometry cache 1100 comprises memory 1102 (e.g. a buffer)for temporarily storing transformed geometry data (e.g. transformedprimitive blocks); a look-up table 1104 for storing, for each primitiveblock, information indicating the location of the transformed geometrydata related thereto and a counter indicating whether it is safe toevict the transformed geometry data; and control logic 1106 for storingtransformed primitive blocks in the memory 1102 and maintaining thecounters so that they reflect the number of tiles currently beingprocessed by the rasterization logic that require access to thattransformed primitive block.

The memory 1102 is configured to temporarily store transformed geometrydata for processing in the rasterization phase. In graphics processingsystems, such as the graphics processing system 300 of FIG. 3, theuntransformed geometry data is fetched and transformed on a primitiveblock basis, so the transformed geometry data related to a primitiveblock may be stored together as a transformed primitive block. Anexample format for a transformed primitive block 1200 is shown in FIG.12. In this example, the transformed primitive block 1200 comprises aheader 1204, state data 1206, transformed vertex data 1207, andprimitive index data 1208. The header 1204, like the header 404 of theuntransformed primitive blocks 402 ₁, 402 ₂ of FIG. 4, comprisesinformation that describes the primitive block such as, but not limitedto, the number of vertices in the primitive block and/or the number ofprimitives in the primitive block. The state data 1206, like the statedata 406 of the untransformed primitive blocks 402 ₁, 402 ₂ of FIG. 4,comprises information that describes how the primitives in the primitiveblock are to be rendered. The state data can be described as identifyingthe recipe for rendering the primitives described in the primitiveblock. For example, the state data may include, but is not limited to,information identifying a depth compare mode, a blending state, atexture state, and and/or a primitive type.

The transformed vertex data 1207 comprises transformed geometry data foreach vertex associated with a primitive in the primitive block. Thetransformed geometry data for each vertex may comprise, for example, aset of coordinates (e.g. X, Y, Z coordinates) in the rendering space(e.g. screen space) to describe the position of the vertex and a set ofattributes to describe the appearance of the vertex, such as texturecoordinates (e.g. U, V coordinates) and/or a base colour to apply to thevertex. Each vertex in the primitive block may be identified by a vertexindex which is local to the primitive block. For example, where themaximum number of vertices per primitive block is 64, each vertex may beassigned a local index between 0 and 63.

The primitive index data 1208, like the primitive index data 408 of theuntransformed primitive blocks 402 ₁, 402 ₂ of FIG. 4, comprises a setof indices for each primitive that identify the vertices that form thatprimitive. For example, where the primitives are triangles formed bythree vertices the primitive index data 1208 may comprise, for eachprimitive, information identifying the three vertices that form thatprimitive. However, while the indices in the primitive index data 408 ofFIG. 4 are the indices of the vertex sent from the application, theindices in the primitive index data 1208 of FIG. 12 are the localindices. In this way each vertex index acts as pointer to the portion ofthe transformed geometry in the transformed primitive block that relatesto that vertex.

As described above, each primitive block may be referenced by (orassociated with) a plurality of tiles. In other words, the primitives ofa primitive block may fall, at least partially within, a plurality oftiles. In some cases, the tiling engine 310 may be configured keep trackof the number of tiles that reference (or are associated with) eachprimitive block and this information may be provided to the fetch logic312 when a primitive block is fetched from memory 302 ₂. For example,the number of tiles that reference (or are associated) with a particularprimitive block may be stored, for example, in the header portion of theprimitive block or the number of tiles that reference (or are associatedwith) a particular primitive block may be provided to the fetch logic312 as sideband data. In these cases, the memory 1102 (e.g. buffer) maybe divided into a plurality of sub-memory blocks and the control logic1106 may be configured to determine which sub-memory block to store anew transformed primitive block based on the number of tiles that referto (or are associated with) that primitive block.

For example, FIG. 13 illustrates an example where the memory 1102 isdivided into three sub-blocks of memory 1302, 1304, and 1306. In thisexample, the first sub-block 1302 is used to store transformed primitiveblocks associated with only 1 tile; the second sub-block 1304 is used tostore transformed primitive blocks associated with 2-4 tiles; and thethird sub-block 1306 is used to store transformed primitive blocksassociated with more than 4 tiles. It will be evident to a person ofskill in the art that this is an example only and there may be adifferent number of sub-memory blocks and/or they may be associated withdifferent ranges of tiles. Since transformed primitive blocks that areassociated with a smaller number of tiles are likely to be available foreviction sooner a larger block of ‘free’ memory may be obtained morequickly than if the transformed primitive blocks associated with a smallnumber of tiles (e.g. 1 tile) are not stored together. This may beadvantageous in cases where the memory 1102 is divided into pages andonly a whole page can be freed or de-allocated at a time. The sub-memoryblocks may all be the same size or two or more of the sub-memory blocksmay have different sizes.

The look-up table 1104 is configured to store, for each transformedprimitive block stored in the memory 1102, information identifying thelocation of the transformed primitive block in the memory 1102 (e.g.buffer) and a counter that indicates whether or not the transformedprimitive block can be evicted from the memory 1102 (e.g. buffer). Asshown in FIG. 11, in some cases the information identifying the locationof the transformed primitive block may be an address of the transformedprimitive block in memory. However, it will be evident to a person ofskill in the art that this is an example only and other information maybe stored in the look-up table 1104 to identify the location of thetransformed primitive block in memory. For example, in other cases, theinformation identifying the location of the transformed primitive blockin memory may be an index which can be used to generate the address ofthe transformed primitive block in memory. When a transformed primitiveblock is written to the memory (e.g. by the transformation logic 313) anentry in the look-up table may be added to the look-up table.

In some cases, when the memory 1102 does not comprise a transformedprimitive block then the look-up table may not have an entry for thattransformed primitive block. For example when a transformed primitiveblock is evicted from the memory 1102 (e.g. buffer) the correspondingentry in the look-up table 1104 may be removed. This allows it to bedetermined from the look-up table whether the cache 1100 comprises aparticular transformed primitive block.

The counter for an untransformed primitive block is used to indicatewhether or not the transformed primitive block can be evicted from thecache (i.e. from memory 1102). In some cases, the counter for atransformed primitive block may be set to a first predetermined value(e.g. 0) when the transformed primitive block can be evicted (i.e. whennone of the tiles currently being processed in the rasterization phaseneed to access that transformed primitive block) and set to one of oneor more second predetermined values (e.g. an integer>0) when thetransformed primitive block cannot be evicted (i.e. when at least one ofthe tiles currently being processed in the rasterization phase needs toaccess that transformed primitive block).

The control logic 1106 is configured to store transformed primitiveblocks (e.g. received from the transformation logic 313) in the memory1102 and maintain the counters in the look-up table 1104 to indicatewhich transformed primitive blocks can be evicted from the memory 1102and which cannot. Specifically, the control logic 1106 is configured tomaintain (e.g. dynamically adjust) the counters in the look-up table1104 so that they indicate how many tiles currently being processed bythe rasterization logic 306 require access to the correspondingtransformed primitive block. When a counter indicates that there are notiles currently being processed by the rasterization logic 306 thatrequire access to a particular transformed primitive block then thattransformed primitive block can be evicted. In these examples, a tilecurrently being processed by the rasterization logic may be deemed to nolonger require access to a primitive when any of the stages of thetransformed geometry data processing (e.g. after the HSR stage, or afterthe texturing/shading stage) indicate that the transformed geometryblock is no longer required. When the control logic 1106 receives a newtransformed primitive block (e.g. from the transformation logic 313) forstoring in the cache 1100 and the cache 1100 is full (e.g. the memory1102 is full) then the control logic 1106 selects one of the transformedprimitive blocks to evict based on the counters. The operation of thecontrol logic 1106 will be described in more detail by way of the method1400 of FIG. 14.

Reference is now made to FIG. 14 which illustrates a method 1400 whichmay be executed by the control logic 1106 to manage the cache 1100. Themethod 1400 begins at block 1402 where the control logic 1106 stores aplurality of transformed primitive blocks in the memory 1102 (e.g.buffer) of the cache 1100. When each of the transformed primitive blockswere stored in the memory the look-up table 1104 may have been updatedto include information (e.g. an address) indicating the location of thetransformed primitive block in the memory 1102 (e.g. buffer).

At block 1404, the control logic 1106 maintains (e.g. dynamicallyupdates) a counter (e.g. the counter in the look-up table 1104) for eachof the transformed primitive blocks stored in the cache 1100 (e.g. thememory 1102 (e.g. buffer)) to indicate the number of tiles that arecurrently being processed by the rasterization logic 306 and requirethat transformed primitive block. The control logic 1106 may beconfigured to adjust (e.g. increment) the counter for a transformedprimitive block to indicate that an additional tile is being processedby the rasterization logic that requires access to the transformedprimitive block when the control logic 1106 detects that therasterization logic has begun processing a new tile associated with theprimitive block. The control logic 1106 may also be configured to adjust(e.g. decrement) the counter for that transformed primitive block toindicate that one less tile is being processed by the rasterizationlogic that requires access to the transformed primitive block when thecontrol logic 1106 detects from any of the plurality of stages that atile associated with the transformed primitive block no longer requiresthe transformed primitive block. As described above, by adjusting thecounter after any of the stages of the rasterization phase a transformedprimitive block can be marked for eviction sooner. Specifically, theprocessing of the rasterization of a tile that is associated with atransformed primitive block does not have to be complete for thetransformed primitive block to be marked for eviction. This allows formore efficient use of the cache 1100 memory 1102.

A transformed primitive block is said to be associated with a tile if atleast one primitive in the transformed primitive block falls, at leastpartially, within the bounds of that tile. As described above withrespect to FIG. 3 the tiling module determines which primitives (whentransformed) fall, at least partially, within the bounds of the tile andgenerates a display list for each tile that identifies the primitivesthat fall, at least partially, within the bounds of that tile and theprimitive block in which the primitive is in. When the rasterizationphase begins processing a tile the fetch module fetches the display listfor that tile. The fetch module then determines, for each untransformedprimitive block identified in the untransformed display list, whetherthe cache 1100 comprises transformed geometry data (e.g. transformedprimitive blocks) for that untransformed primitive block (e.g. bysending a query to the control logic 1106). Then if the cache 1100 doesnot comprise transformed geometry data (e.g. a transformed primitiveblock) for an untransformed primitive block the fetch module obtains theuntransformed geometry data corresponding to that untransformedprimitive block and provides the untransformed geometry data to thetransformation logic 313 for transformation. The transformed geometrydata for an untransformed primitive block is then stored in the cache.

Accordingly, in some cases, the control logic may be configured todetect that the rasterization logic 306 has begun processing a new tileassociated with a particular transformed primitive block (i) when thecontrol logic receives a request (e.g. from the transformation logic313) to add that transformed primitive block to the cache 1100; or (ii)when the control logic receives a request (e.g. from the fetch logic) toknow whether the cache 1100 comprises that transformed primitive blockand that transformed primitive block is already in the cache 1100. Itwill be evident to a person of skill in the art that this is an exampleonly and the control logic 1106 may detect that that the rasterizationlogic 306 has begun processing a new tile associated with a particulartransformed primitive block in another manner.

As described above, the control logic 1106 may be configured to adjust(e.g. decrement) the counter for a transformed primitive block toindicate that there is one less tile that is being processed by therasterization logic that requires access to the transformed primitiveblock when any of the plurality of stages indicate that a tileassociated with the transformed primitive block no longer requires thetransformed primitive block. For example, where the rasterization phasecomprises two transformed geometry data processing stages—a hiddensurface removal stage and a texturing/shading stage—the control logic1106 may be configured to adjust (e.g. decrement) the counter for atransformed primitive block to indicate there is one less tile that isbeing processed by the rasterization logic that requires access to thetransformed primitive block if either stage (e.g. either the HSR stageor the texturing/shading stage) indicates that the tile no longerrequires the transformed primitive block.

As described above, a hidden surface removal stage is configured toeliminate primitive fragments that are hidden. The HSR stage (e.g. theoutput of the HSR logic 314) may indicate that a tile no longer needsaccess to a transformed primitive block when the HSR stage does notoutput any fragments that relate to a primitive in that transformedprimitive block. In some cases, the HSR stage may be configured to, whenit receives a set of primitive fragments, receive an indication of whichtransformed primitive block it relates. If the HSR stage determines thatprimitive fragments from a transformed primitive block were received butnone output then it may notify the control logic 1106. For example, theHSR stage may receive the primitive fragments to process as a stream ofdata and there may be markers inserted in the stream to separateprimitives and to separate primitive blocks. The HSR stage may beconfigured to determine that a primitive block is no longer needed whenits outputs two primitive block markers without any primitive fragmentsoutput in between.

In some cases, the HSR phase may comprise two sub-stages—a firstsub-stage in which depth testing is performed on primitive fragments ina tile, and a second sub-stage in which the primitive fragments thatsurvive the depth testing are stored in a tag buffer. For example, FIG.15 illustrates example HSR logic 1502 (which may be used to implementthe HSR logic 314 of FIG. 3) that comprises depth testing logic 1504 anda tag buffer 1506. The depth testing logic 1504 receives primitivefragments and compares the depth value (e.g. Z value or Z co-ordinate)of the primitive fragments to the corresponding depth value in a depthbuffer for the tile. Specifically, the depth buffer stores the ‘best’depth value (e.g. the one that is closest to the screen) for each sampleof the tile. If the received primitive fragment has a ‘worse’ depthvalue (e.g. a depth value that indicates it is further away from thescreen) than the corresponding depth value in the depth buffer, then theprimitive fragment will be hidden by another primitive and so theprimitive fragment ‘fails’ the depth test and is not output to the tagbuffer. If, however, the received primitive fragment has a ‘better’depth value (i.e. a depth value that indicates it is closer to thescreen) than the corresponding depth value in the depth buffer theprimitive fragment ‘passes’ the depth test. The primitive fragment isthen output to the tag buffer 1506 and the corresponding depth value inthe depth buffer is updated to indicate there is a new ‘best’ depthvalue.

The tag buffer 1506 receives primitive fragments that have passed thedepth test stage and for each received primitive fragment updates thetag buffer 1506 to identify that the received primitive fragment is theprimitive fragment that is visible at its sample position. For example,if the tag buffer 1506 receives a primitive fragment x at samplelocation a then the tag buffer 1506 stores information indicating thatthe primitive fragment x is visible at sample location a. If the tagbuffer 1506 subsequently receives a primitive fragment y at samplelocation, a then the tag buffer updates the information for samplelocation a to indicate that in fact it is primitive fragment y that isvisible. Accordingly, in a simple case where all of the primitives areopaque, after all the primitives in a tile have been processed by thedepth testing logic 1504 the tag buffer 1506 comprises the identity ofthe primitive fragments that are visible at each sample location. Atthis point the tag buffer 1506 is flushed to the texturing/shading logic1508 where texturing and shading are performed on the primitivefragments that are visible. By performing the texturing and shadingafter hidden surface removal time and resources are not wasted texturingand shading primitives/primitive fragments which are not visible in thefinal image.

Accordingly, it is possible for a primitive (primitive fragment) to failat the depth test sub-stage or fail at the tag buffer sub-stage.Specifically, it may fail the depth test and thus not be output by thedepth testing logic 1504, or it may pass the depth test because at thetime the depth test is performed it has the ‘best’ depth but later on aprimitive fragment at the same sample position may come along with abetter depth and thus it is overwritten in the tag buffer 1506 thus itis never output from the tag buffer 1506. In these cases, the efficiencyof the transformed geometry cache 1100 may be further improved, by inaddition to updating the counter for a transformed primitive block inthe cache based on the output of the HSR stage, also updating thecounter for a transformed primitive block based on the output of the tagbuffer stage. This would allow the transformed primitive blocks whichfail the depth testing or tag buffer stage, and thus are not requiredfurther by the HSR logic 1502 or the texturing/shading logic 1508, to beeligible for eviction sooner.

In these cases, the depth testing logic 1504 may be configured to notifythe control logic 1106 when it detects that a primitive block has failedthe depth-test stage. A primitive block is said to have failed the depthtest if none of the primitives of that primitive block that fall withinthe tile being processed pass the depth testing. In other words, aprimitive block will have failed the depth test if the depth testingindicates that none of the primitives of that primitive block that fallwithin the tile being processed are visible. In response to receiving anindication from the depth testing logic 1504 that a primitive block hasfailed the depth test, the control logic 1106 may update (e.g.decrement) the counter associated with the primitive block to indicatethat one less tile is currently being processed by the rasterizationlogic that requires access to the corresponding transformed primitiveblock.

Similarly, the tag buffer 1506 may be configured to notify the controllogic 1106 when it detects that a primitive block has failed the tagbuffer stage. A primitive block is said to have failed the tag bufferstage if the tag buffer 1506 received at least one primitive fragmentfor a primitive in that primitive block, but none of the primitivefragments for that primitive block were output from the tag buffer 1506to the next module (e.g. the texturing/shading logic 1508). To be ableto determine when primitive blocks have failed the tag buffer stage itis desirable for the tag buffer 1506 to have a mechanism for trackingwhich primitive fragments were received since the entries of the tagbuffer itself can be overwritten. Accordingly, in some cases the tagbuffer 1506 may have a look-up table, or similar structure, which has anentry for each primitive block which indicates whether or not it hasreceived a primitive fragment for that primitive block from the depthtesting logic 1504. Then when the tag buffer 1506 is flushed (e.g. thecontents thereof are sent to the next stage—e.g. the texturing/shadinglogic 1508) the contents of the tag buffer 1506 are compared to thelook-up table and if there are any primitive blocks for which aprimitive fragment was received but no primitive fragments relatedthereto are being output the tag buffer 1506 notifies the control logic1106 that those primitive blocks failed the tag buffer stage and thusare no longer required. The notification may take any suitable form. Forexample the notification may take the form of a control signal.

As described above, a texturing/shading stage is configured to performtexturing and/or shading on the primitive fragments received from theHSR stage to determine pixel values of a rendered image. The renderedpixel values for a tile are then stored in memory (e.g. frame buffer).Accordingly the control logic 1106 may be configured to determine that atile associated with a primitive block no longer requires access to thecorresponding transformed primitive block if the texturing/shading stage(e.g. texturing/shading logic 1508) indicates that it has finishedprocessing the primitives of a primitive block. For example, when thetexturing/shading logic has finished processing the primitive fragmentsof a primitive block it may notify the control logic 1106. In responseto receiving such a notification the control logic 1106 may update (e.g.decrement) the counter for that primitive block to indicate that thereis one less tile that is currently being processed by the rasterizationlogic that requires access to the transformed primitive block. In othercases the control logic 1106 may be configured to determine that a tileassociated with a primitive block no longer requires access to thecorresponding transformed primitive block as soon as thetexturing/shading stage has accessed the transformed primitive block(and fetched all relevant transformed geometry data). In this way thetransformed primitive block may eligible for evicted from the cache 1100earlier, which may improve the efficiency of the cache 1100.

In cases where there can be multiple tiles ‘in-flight’ (i.e. beingprocessed by) in the rasterization logic 306 at any point in time it ispossible that the counter for a primitive block may be updated (e.g.incremented) multiple times to indicate that there is an additional tile‘in-flight’ that requires access to the corresponding transformedprimitive block before the counter is updated (e.g. decremented) toindicate that there is one less tile ‘in-flight’ that requires access tothe corresponding transformed primitive block. For example, therasterization logic 306 may start processing a first tile that isassociated with a particular primitive block which causes the controllogic to increment the counter to 1 for that primitive block and beforethe control logic 1106 has determined that the first tile no longerrequires access to that transformed primitive block the rasterizationlogic 306 may start processing a second tile that is also associatedwith the particular primitive block which causes the control logic toincrement the counter to 2 for that primitive block. Therefore when thecontrol logic detects that the first tile no longer requires access tothat transformed primitive block (e.g. because it failed the depthtesting stage, it failed the tag buffer stage, or texturing/shadingthereof is complete) the transformed primitive block does not becomeeligible for eviction because there is still one tile that is in-flightthat needs access to the transformed primitive block. As a result,updating (e.g. decrementing) a counter to indicate that there is oneless tile currently being processed by the rasterization logic 306 thatrequires access to the transformed primitive block may not automaticallycause a transformed primitive block to be eligible for eviction.

Returning to the method 1400 of FIG. 14, at block 1406, the controllogic 1106 receives a new transformed primitive block (e.g. from thetransformation logic 313) for storing in the cache. At block 1408 it isdetermined whether the cache 1100 is full. The cache may be determinedto be full if there is not enough free memory in the cache to store thenew transformed primitive block. If it is determined that the cache isfull then the method 1400 proceeds to block 1410. If, however, it isdetermined that the cache is not full then the method 1400 proceedsdirectly to block 1414.

At block 1410, one of the transformed primitive blocks stored in thecache 1100 (e.g. the memory 1102) is selected for eviction based on thecounters associated therewith. As described above, the counters indicatethe number of tiles that are currently being processed by therasterization logic 306 (e.g. are ‘in-flight’) that require access tothe transformed primitive block. Generally it is not safe to evict atransformed primitive block from the cache 1100 unless there are notiles currently being processed by the rasterization logic that requireaccess to the transformed primitive block. Accordingly, in some cases,one of the transformed primitive blocks that are associated with acounter that indicates that there are no tiles currently being processedby the rasterization logic that require access to the transformedprimitive block is selected for eviction. As described above, in somecases a counter will have a zero value when there are no tiles currentlybeing processed by the rasterization logic that require access to thecorresponding transformed primitive block. In these cases, one of thetransformed primitive blocks in the cache that have a counter with azero value may be selected for eviction.

When there is more than one transformed primitive block with a counterthat indicates that there are no tiles currently being processed thatrequire access to the transformed primitive block (e.g. a counter with azero value) one of those transformed primitive blocks may be selectedfor eviction in any suitable manner. For example, one of thosetransformed primitive blocks may be randomly selected for eviction.

As described above, each primitive block may be referenced by (orassociated with) a plurality of tiles. In other words, the primitives ofa primitive block may fall, at least partially within, a plurality oftiles. In some cases, the tiling engine 310 may be configured keep trackof the number of tiles that reference (or are associated with) eachprimitive block and this information may be provided to the fetch logic312 when a primitive block is fetched from memory 302 ₂. For example,the number of tiles that reference (or are associated) with a particularprimitive block may be stored, for example, in the header portion of theprimitive block or the number of tiles that reference (or are associatedwith) a particular primitive block may be provided to the fetch logic312 as sideband data. In these cases, the control logic 1106 may beconfigured to maintain a secondary counter (e.g. in the LUT 1104) foreach primitive block that indicates the number of tiles that stillrequire access to that primitive block. The secondary counter for aprimitive block may be initially set to the number of tiles thatreference (or are associated with) that primitive block as received fromthe tiling engine and the control logic 1106 may be configured to update(e.g. decrement) the counter at the same time the primary counters areupdated (e.g. decremented) to indicate that there is one less tilecurrently being processed by the rasterization logic that requiresaccess to the transformed primitive block. The control logic 1106 maythen use these secondary counters to select which of the transformedprimitive blocks with a counter that indicates that there are no tilescurrently being processed by the rasterization logic that require accessto that transformed primitive block to evict. For example, the controllogic may select the (or one of) the transformed primitive blocks withthe lowest secondary counter.

If there are no transformed primitive blocks for which the associatedcounter indicates that there are no tiles currently being processed bythe rasterization logic that require access to the transformed primitiveblock, then the control logic 1106 may wait until one of the counters isadjusted to indicate that there are no tiles currently being processedby the rasterization logic which require access to the correspondingtransformed primitive block (e.g. until a counter is set to zero).Alternatively, in cases with a tag buffer wherein flush of the tagbuffer causes the tag buffer to notify the control logic 1106 ofprimitive blocks that did not pass the tag buffer stage then the controllogic 1106 may be configured to cause a flush of the tag buffer. In somecases, the control logic 1106 may initiate a flush of the wholerasterization pipeline or pipelines by sending a flag down therasterization pipeline. The flag will eventually reach the tag bufferand trigger a tag buffer refresh. However, by the time the flag reachesthe tag buffer it may have already have been flushed so beforeperforming a refresh the tag buffer may first check whether the cache1100 is still full. If the cache is not still full then the tag buffermay not be flushed. If, however, it is stull full the tag buffer may beflushed. While this may cause the tag buffer to be flushed before theHSR processing of the entire tile is complete, this will not typicallycause an issue with downstream components as the downstream components(e.g. texturing/shading logic) will be able to figure out whichprimitives are visible. It may merely result in the downstream componentperforming work on primitives (e.g. texturing and shading) that are notvisible and would have been culled in the tag buffer stage had the tagbuffer not been flushed early.

At block 1412, the transformed primitive block selected in block 1410 isevicted from the cache 1100 (e.g. from the memory 1102) to make spacefor the new transformed primitive block. Once the selected transformedprimitive block is evicted from the cache (e.g. from the memory 1102)the method 1400 may proceed to block 1414 where the new transformedprimitive block is stored in the cache 1100 (e.g. in the memory 1102).

FIG. 16 shows a computer system in which the graphics processingsystems, the primitive block generators and/or the caches describedherein may be implemented. The computer system comprises a CPU 1602, aGPU 1604, a memory 1606 and other devices 1614, such as a display 1616,speakers 1618 and a camera 1620. A block 1610 (corresponding to thegraphics processing system 300, the primitive block generator 1000, orthe cache 1100) is implemented on the GPU 1604. In other examples, theblock 1610 may be implemented on the CPU 1602. The components of thecomputer system can communicate with each other via a communications bus1622.

The graphics processing systems 100, 200, 300, the primitive blockgenerator 1000 and the cache 1100 of FIGS. 1, 2, 3, 10 and 11 are shownas comprising a number of functional blocks. This is schematic only andis not intended to define a strict division between different logicelements of such entities. Each functional block may be provided in anysuitable manner. It is to be understood that intermediate valuesdescribed herein as being formed by a graphics processing system,primitive block generator or cache need not be physically generated bythe graphics processing system, primitive block generator or cache atany point and may merely represent logical values which convenientlydescribe the processing performed by the graphics processing system,primitive block generator or cache between its input and output.

The graphics processing systems, primitive block generators and cachesdescribed herein may be embodied in hardware on an integrated circuit.The graphics processing systems described herein may be configured toperform any of the methods described herein. Generally, any of thefunctions, methods, techniques or components described above can beimplemented in software, firmware, hardware (e.g., fixed logiccircuitry), or any combination thereof. The terms “module,”“functionality,” “component”, “element”, “unit”, “block” and “logic” maybe used herein to generally represent software, firmware, hardware, orany combination thereof. In the case of a software implementation, themodule, functionality, component, element, unit, block or logicrepresents program code that performs the specified tasks when executedon a processor. The algorithms and methods described herein could beperformed by one or more processors executing code that causes theprocessor(s) to perform the algorithms/methods. Examples of acomputer-readable storage medium include a random-access memory (RAM),read-only memory (ROM), an optical disc, flash memory, hard disk memory,and other memory devices that may use magnetic, optical, and othertechniques to store instructions or other data and that can be accessedby a machine.

The terms computer program code and computer readable instructions asused herein refer to any kind of executable code for processors,including code expressed in a machine language, an interpreted languageor a scripting language. Executable code includes binary code, machinecode, bytecode, code defining an integrated circuit (such as a hardwaredescription language or netlist), and code expressed in a programminglanguage code such as C, Java or OpenCL. Executable code may be, forexample, any kind of software, firmware, script, module or librarywhich, when suitably executed, processed, interpreted, compiled,executed at a virtual machine or other software environment, cause aprocessor of the computer system at which the executable code issupported to perform the tasks specified by the code.

A processor, computer, or computer system may be any kind of device,machine or dedicated circuit, or collection or portion thereof, withprocessing capability such that it can execute instructions. A processormay be any kind of general purpose or dedicated processor, such as aCPU, GPU, System-on-chip, state machine, media processor, anapplication-specific integrated circuit (ASIC), a programmable logicarray, a field-programmable gate array (FPGA), or the like. A computeror computer system may comprise one or more processors.

It is also intended to encompass software which defines a configurationof hardware as described herein, such as HDL (hardware descriptionlanguage) software, as is used for designing integrated circuits, or forconfiguring programmable chips, to carry out desired functions. That is,there may be provided a computer readable storage medium having encodedthereon computer readable program code in the form of an integratedcircuit definition dataset that when processed (i.e. run) in anintegrated circuit manufacturing system configures the system tomanufacture a graphics processing system configured to perform any ofthe methods described herein, or to manufacture a computing devicecomprising any apparatus described herein. An integrated circuitdefinition dataset may be, for example, an integrated circuitdescription.

Therefore, there may be provided a method of manufacturing, at anintegrated circuit manufacturing system, a graphics processing system, aprimitive block generator or a cache as described herein. Furthermore,there may be provided an integrated circuit definition dataset that,when processed in an integrated circuit manufacturing system, causes themethod of manufacturing a graphics processing system, a primitive blockgenerator or a cache as described herein to be performed.

An integrated circuit definition dataset may be in the form of computercode, for example as a netlist, code for configuring a programmablechip, as a hardware description language defining hardware suitable formanufacture in an integrated circuit at any level, including as registertransfer level (RTL) code, as high-level circuit representations such asVerilog or VHDL, and as low-level circuit representations such as OASIS(RTM) and GDSII. Higher level representations which logically definehardware suitable for manufacture in an integrated circuit (such as RTL)may be processed at a computer system configured for generating amanufacturing definition of an integrated circuit in the context of asoftware environment comprising definitions of circuit elements andrules for combining those elements in order to generate themanufacturing definition of an integrated circuit so defined by therepresentation. As is typically the case with software executing at acomputer system so as to define a machine, one or more intermediate usersteps (e.g. providing commands, variables etc.) may be required in orderfor a computer system configured for generating a manufacturingdefinition of an integrated circuit to execute code defining anintegrated circuit so as to generate the manufacturing definition ofthat integrated circuit.

An example of processing an integrated circuit definition dataset at anintegrated circuit manufacturing system so as to configure the system tomanufacture a graphics processing system, a primitive block generator,or a cache as described herein will now be described with respect toFIG. 17.

FIG. 17 shows an example of an integrated circuit (IC) manufacturingsystem 1702 which is configured to manufacture a graphics processingsystem, a primitive block generator or a cache as described in any ofthe examples herein. In particular, the IC manufacturing system 1702comprises a layout processing system 1704 and an integrated circuitgeneration system 1706. The IC manufacturing system 1702 is configuredto receive an IC definition dataset (e.g. defining a graphics processingsystem, a primitive block generator or a cache as described in any ofthe examples herein), process the IC definition dataset, and generate anIC according to the IC definition dataset (e.g. which embodies agraphics processing system, a primitive block generator or a cache asdescribed in any of the examples herein). The processing of the ICdefinition dataset configures the IC manufacturing system 1702 tomanufacture an integrated circuit embodying a graphics processingsystem, a primitive block generator or a cache as described in any ofthe examples herein.

The layout processing system 1704 is configured to receive and processthe IC definition dataset to determine a circuit layout. Methods ofdetermining a circuit layout from an IC definition dataset are known inthe art, and for example may involve synthesising RTL code to determinea gate level representation of a circuit to be generated, e.g. in termsof logical components (e.g. NAND, NOR, AND, OR, MUX and FLIP-FLOPcomponents). A circuit layout can be determined from the gate levelrepresentation of the circuit by determining positional information forthe logical components. This may be done automatically or with userinvolvement in order to optimise the circuit layout. When the layoutprocessing system 1704 has determined the circuit layout it may output acircuit layout definition to the IC generation system 1706. A circuitlayout definition may be, for example, a circuit layout description.

The IC generation system 1706 generates an IC according to the circuitlayout definition, as is known in the art. For example, the ICgeneration system 1706 may implement a semiconductor device fabricationprocess to generate the IC, which may involve a multiple-step sequenceof photo lithographic and chemical processing steps during whichelectronic circuits are gradually created on a wafer made ofsemiconducting material. The circuit layout definition may be in theform of a mask which can be used in a lithographic process forgenerating an IC according to the circuit definition. Alternatively, thecircuit layout definition provided to the IC generation system 1706 maybe in the form of computer-readable code which the IC generation system1706 can use to form a suitable mask for use in generating an IC.

The different processes performed by the IC manufacturing system 1702may be implemented all in one location, e.g. by one party.Alternatively, the IC manufacturing system 1702 may be a distributedsystem such that some of the processes may be performed at differentlocations, and may be performed by different parties. For example, someof the stages of: (i) synthesising RTL code representing the ICdefinition dataset to form a gate level representation of a circuit tobe generated, (ii) generating a circuit layout based on the gate levelrepresentation, (iii) forming a mask in accordance with the circuitlayout, and (iv) fabricating an integrated circuit using the mask, maybe performed in different locations and/or by different parties.

In other examples, processing of the integrated circuit definitiondataset at an integrated circuit manufacturing system may configure thesystem to manufacture a graphics processing system, a primitive blockgenerator or a cache as described herein without the IC definitiondataset being processed so as to determine a circuit layout. Forinstance, an integrated circuit definition dataset may define theconfiguration of a reconfigurable processor, such as an FPGA, and theprocessing of that dataset may configure an IC manufacturing system togenerate a reconfigurable processor having that defined configuration(e.g. by loading configuration data to the FPGA).

In some embodiments, an integrated circuit manufacturing definitiondataset, when processed in an integrated circuit manufacturing system,may cause an integrated circuit manufacturing system to generate adevice as described herein. For example, the configuration of anintegrated circuit manufacturing system in the manner described abovewith respect to FIG. 17 by an integrated circuit manufacturingdefinition dataset may cause a device as described herein to bemanufactured.

In some examples, an integrated circuit definition dataset could includesoftware which runs on hardware defined at the dataset or in combinationwith hardware defined at the dataset. In the example shown in FIG. 17,the IC generation system may further be configured by an integratedcircuit definition dataset to, on manufacturing an integrated circuit,load firmware onto that integrated circuit in accordance with programcode defined at the integrated circuit definition dataset or otherwiseprovide program code with the integrated circuit for use with theintegrated circuit.

The implementation of concepts set forth in this application in devices,apparatus, modules, and/or systems (as well as in methods implementedherein) may give rise to performance improvements when compared withknown implementations. The performance improvements may include one ormore of increased computational performance, reduced latency, increasedthroughput, and/or reduced power consumption. During manufacture of suchdevices, apparatus, modules, and systems (e.g. in integrated circuits)performance improvements can be traded-off against the physicalimplementation, thereby improving the method of manufacture. Forexample, a performance improvement may be traded against layout area,thereby matching the performance of a known implementation but usingless silicon. This may be done, for example, by reusing functionalblocks in a serialised fashion or sharing functional blocks betweenelements of the devices, apparatus, modules and/or systems. Conversely,concepts set forth in this application that give rise to improvements inthe physical implementation of the devices, apparatus, modules, andsystems (such as reduced silicon area) may be traded for improvedperformance. This may be done, for example, by manufacturing multipleinstances of a module within a predefined area budget.

The applicant hereby discloses in isolation each individual featuredescribed herein and any combination of two or more such features, tothe extent that such features or combinations are capable of beingcarried out based on the present specification as a whole in the lightof the common general knowledge of a person skilled in the art,irrespective of whether such features or combinations of features solveany problems disclosed herein. In view of the foregoing description itwill be evident to a person skilled in the art that variousmodifications may be made within the scope of the invention.

What is claimed is:
 1. A method of generating untransformed primitiveblocks at a primitive block generator in a graphics processing system,the primitive block generator comprising a data store for storing acurrent untransformed primitive block to which transformed primitivescan be associated, the method comprising: determining one or moredistance metrics that indicate a distance between a spatial position ofa set of one or more transformed primitives in the rendering space and aspatial position of the transformed primitives associated with thecurrent untransformed primitive block in the rendering space;determining a fullness metric based on at least one of: (i) a number oftransformed primitives associated with the current untransformedprimitive block compared to a maximum number of primitives, and (ii)where each transformed primitive is defined by one or more transformedvertices, a number of transformed vertices associated with the currentuntransformed primitive block compared to a maximum number of vertices;dynamically selecting a set of one or more distance thresholds based onthe fullness metric, the set of one or more distance thresholdscomprising a distance threshold for each of the one or more distancemetrics; determining whether to associate the set of one or moretransformed primitives with the current untransformed primitive blockbased on a comparison of each of the one or more distance metrics to thecorresponding distance threshold of the set of one or more distancethresholds; and in response to determining that the set of one or moretransformed primitives is to be associated with the currentuntransformed primitive block, associating the set of one or moretransformed primitives with the current untransformed primitive block byadding information to the current untransformed primitive blockidentifying untransformed geometry data from which the set of one ormore transformed primitives was generated.
 2. The method of claim 1,wherein the set of one or more transformed primitives comprises aplurality of transformed primitives generated from a same untransformedgeometry data.
 3. The method of claim 1, wherein the set of one or moretransformed primitives comprises a single transformed primitive of aplurality of transformed primitives generated from a same untransformedgeometry data.
 4. The method of claim 3, wherein associating the set ofone or more transformed primitives with the untransformed primitiveblock further comprises adding information to the untransformedprimitive block identifying the single transformed primitive of theplurality of transformed primitives.
 5. The method of claim 1, whereinselecting the set of one or more distance thresholds based on thefullness metric comprises selecting, when the fullness metric indicatesa first fullness level, a first set of one or more distance thresholds,and selecting, when the fullness metric indicates a second, different,fullness level, a second, different set of one or more distancethresholds.
 6. The method of claim 1, wherein there are a plurality ofpredetermined sets of one or more distance thresholds each associatedwith a different range of fullness levels and selecting the set of oneor more distance thresholds based on the fullness metric comprisesselecting the predetermined set of one or more distance thresholds ofthe plurality of predetermined sets of one or more distance thresholdsassociated with a fullness level indicated by the fullness metric. 7.The method of claim 6, wherein the plurality of predetermined sets ofone or more distance thresholds comprises a first predetermined set ofone or more distance thresholds for when the fullness metric indicates afullness level of less than a quarter full, a second predetermined setof one or more distance thresholds for when the fullness metricindicates a fullness level of at least a quarter full and less than halffull, a third predetermined set of one or more distance thresholds forwhen the fullness metric indicates a fullness level of at least halffull and less than three quarters full, and a fourth predetermined setof one or more distance thresholds for when the fullness metricindicates a fullness level of at least three quarters full.
 8. Themethod of claim 1, wherein it is determined that the set of one or moretransformed primitives is not to be associated with the currentuntransformed primitive block if at least one of the one or moredistance metrics exceeds the corresponding distance threshold of the setof one or more distance thresholds.
 9. The method of claim 1, wherein itis determined that the set of one or more transformed primitives is notto be associated with the current untransformed primitive block only ifeach of the one or more distance metrics exceeds the correspondingdistance threshold of the set of one or more distance thresholds. 10.The method of claim 1, wherein at least one of the one or more distancemetrics is based on a first bounding box that encloses the transformedprimitives associated with the current untransformed primitive block anda second bounding box that encloses the transformed primitivesassociated with the current untransformed primitive block and the set ofone or more transformed primitives.
 11. The method of claim 10, whereinat least one of the one or more distance metrics is based on at leastone of: (i) a ratio of a first dimension of the second bounding box andthe first dimension of the first bounding box; (ii) a ratio of a seconddimension of the second bounding box and the second dimension of thefirst bounding box; and (iii) a ratio of an area of the second boundingbox and an area of the first bounding box.
 12. The method of claim 10,wherein the rendering space is divided into a plurality of tiles andeach of the first and second bounding boxes have a per tile resolution.13. The method of claim 1, wherein the rendering space is divided into aplurality of tiles, and at least one of the one or more distance metricsis based on a rendering order of the plurality of tiles.
 14. The methodof claim 1, further comprising: subsequent to associating the currenttransformed primitive to the current untransformed primitive block,determining whether a fullness criteria is met; and in response todetermining that the fullness criteria is met, outputting the currentuntransformed primitive block.
 15. The method of claim 1, furthercomprising, if it is determined that the set of one or more transformedprimitives is not to be associated with the current untransformedprimitive block, outputting the current untransformed primitive blockand associating the set of one or more transformed primitives with a newcurrent untransformed primitive block.
 16. A method of generating arendering output in a graphics processing system, the method comprising:in a geometry processing phase: transforming untransformed geometry datainto a plurality of transformed primitives, the plurality of transformedprimitives comprising a plurality of sets of transformed primitives,each set of transformed primitives being generated from a same portionof the untransformed geometry data, and generating untransformedprimitive blocks based on the plurality of transformed primitives byperforming the method as set forth in claim 1 for each set oftransformed primitives; and in a rasterization phase: generating atransformed primitive block for one or more of the untransformedprimitive blocks by transforming the untransformed geometry dataidentified in each of the one or more untransformed primitives blocksinto transformed primitives and storing the transformed primitives in acorresponding transformed primitive block, and generating a renderingoutput based on the transformed primitive blocks.
 17. A primitive blockgenerator for a graphics processing system for generating untransformedprimitive blocks, the primitive block generator comprising: a data storeconfigured to store a current untransformed primitive block to whichtransformed primitives can be associated; and block allocation logiccomprising: distance calculation logic configured to determine one ormore distance metrics that indicate a distance between a spatialposition of a set of one or more transformed primitives in a renderingspace and a spatial position of the transformed primitives associatedwith the current untransformed primitive block in the rendering space;fullness determination logic configured to determine a fullness metricbased on at least one of: (i) a number of transformed primitivesassociated with the current untransformed primitive block compared to amaximum number of primitives, and (ii) where each transformed primitiveis defined by one or more transformed vertices, a number of transformedvertices associated with the current untransformed primitive blockcompared to a maximum number of vertices; distance threshold selectionlogic configured to dynamically select a set of one or more distancethresholds based on the fullness metric, the set of one or more distancethresholds comprising a distance threshold for each of the one or moredistance metrics; and comparison logic configured to: determine whetherto associate the set of one or more transformed primitives with thecurrent untransformed primitive block based on a comparison of each ofthe one or more distance metrics to the corresponding distance thresholdof the set of one or more distance thresholds, and in response todetermining that the set of one or more transformed primitives is to beassociated with the current untransformed primitive block, associate theset of one or more transformed primitives with the current untransformedprimitive block by causing information to be added to the currentuntransformed primitive block that identifies untransformed geometrydata from which the set of one or more transformed primitives wasgenerated.
 18. A graphics processing system comprising the primitiveblock generator as set forth in claim
 17. 19. A non-transitory computerreadable storage medium having stored thereon computer readableinstructions that, when executed at a computer system, cause thecomputer system to perform the method as set forth in claim
 1. 20. Anon-transitory computer readable storage medium having stored thereon acomputer readable dataset description of the primitive block generatoras set forth in claim 17 that, when processed in an integrated circuitmanufacturing system, causes the integrated circuit manufacturing systemto manufacture an integrated circuit embodying the primitive blockgenerator.